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{{version|3.3}} Civics represent the principles of life within an empire and are primarily limited by the authority and ethics an empire possesses. Each empire starts with two civics but the limit can be increased to three civics by researching the {{iconify|Galactic Administration|24px}} technology or its equivalent. Civics can be changed every 20 years by reforming the government using 10 {{iconify|unity}} for each empire size. If at any point a civic's requirements are no longer met due to a change in empire ethics, it will become "dormant" and provide no bonus until it's replaced or its requirements are met again. == Standard civics == {{SVersion|3.3}} Standard civics represent the principles that guide day-to-day life within an empire. They can be picked by any empire that is not considered a {{iconify|Gestalt Consciousness}} or a {{iconify|Corporate}} empire, and are heavily influenced by the empire ethics and authority type. {| class="mildtable sortable plainlist" width="100%" ! width="1%" class="unsortable" | !! Civic ! Effects ! class="unsortable" | Requirements ! class="unsortable" width="35%" | Description |- id="Cutthroat Politics" | {{icon|Cutthroat Politics|50px}} || Cutthroat Politics | * {{icon|edict cost}} {{green|−20%}} Edict Cost * {{icon|edict cost}} {{green|−20%}} Edict Upkeep * {{icon|encryption}} {{green|+1}} Codebreaking | | ''The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.'' | |- id="Efficient Bureaucracy" | {{icon|Efficient Bureaucracy|50px}} || Efficient Bureaucracy | {{icon|upkeep}} {{green|−20%}} Administrator Upkeep | | ''This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined.'' | |- id="Environmentalist" | {{icon|Environmentalist|50px}} || Environmentalist | {{icon|pop consumer goods upkeep}} {{green|−20%}} Pop consumer goods upkeep | | ''This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.'' | |- id="Functional Architecture | {{icon|Functional Architecture|50px}} || Functional Architecture | * {{icon|building cost}} {{green|−15%}} Building and District Cost * {{icon|building slots}} {{green|+1}} Building Slots | | ''This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, concrete does the job just as well as any other building material.'' | |- id="Mining Guilds" | {{icon|Mining Guilds|50px}} || Mining Guilds | [[File:Mod_minerals_produces_add.png|24px|link=Minerals]] {{green|+1}} Minerals from Miners | | ''Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.'' | |- id="Agrarian Idyll" | {{icon|Agrarian Idyll|50px}} || Agrarian Idyll | * {{icon|housing add}} {{green|+1}} Housing from Generator, Mining and Agriculture districts * {{icon|housing add}} {{red|−1}} Housing from City Districts * {{icon|amenities add}} {{green|+2}} Amenities from Farmers * {{icon|building slot}} {{green|+1}} Building Slot per every 4 Agriculture districts * {{icon|no}} Cannot pick {{iconify|Arcology Project}} ascension perk | * {{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist * {{icon|no}}{{iconify|Anglers}} * {{icon|no}}{{iconify|Post-Apocalyptic}} * {{icon|no}}{{iconify|Remnants}} * {{icon|no}}{{iconify|Shattered Ring}} * {{icon|no}}{{iconify|Void Dwellers}} | ''A simple and peaceful life can often be the most rewarding. This agrarian society has, to a large extent, managed to avoid large-scale urbanization.'' | |- id="Aristocratic Elite" | {{icon|Aristocratic Elite|50px}} || Aristocratic Elite | * {{icon|leader skill levels}} {{green|+1}} Governor Level Cap * {{icon|building}} Can construct [[Buildings#Noble Estates|Noble Estates]] buildings * {{icon|noble}} [[Buildings#Standard capitals|Capital Buildings]] replace some Politian jobs with Noble jobs | * {{iconify|Oligarchic}} or {{iconify|Imperial}} * {{icon|no}}{{icon|Egalitarian}}{{icon|Fanatic Egalitarian}} Egalitarian * {{icon|no}}{{iconify|Exalted Priesthood}} * {{icon|no}}{{iconify|Merchant Guilds}} * {{icon|no}}{{iconify|Technocracy}} | ''This society has an entrenched nobility that occupies the upper echelons of society.'' | |- id="Beacon of Liberty" | {{icon|Beacon of Liberty|50px}} || Beacon of Liberty | * {{icon|monthly unity mult}} {{green|+15%}} Monthly unity * {{icon|empire sprawl}} {{green|−15%}} Empire Size from Pops | * {{iconify|Democratic}} * {{icon|Egalitarian}}{{icon|Fanatic Egalitarian}} Egalitarian * {{icon|no}}{{icon|Xenophobe}}{{icon|Fanatic Xenophobe}} Xenophobe | ''This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here.'' | |- id="Citizen Service" | {{icon|Citizen Service|50px}} || Citizen Service | * {{icon|monthly unity add}} {{green|+2}} Unity from {{iconify|Soldier}}s * {{icon|naval capacity}} {{green|+15%}} Naval capacity * {{icon|yes}} {{icon|citizenship}} ''Full Citizenship'' pops must have {{icon|military service}} ''Full Military Service'' and vice versa | * {{iconify|Democratic}} or {{iconify|Oligarchic}} * {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist * {{icon|no}}{{iconify|Fanatic Xenophile}} * {{icon|no}}{{iconify|Reanimators}} | ''Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship.'' | |- id="Corporate Dominion" | {{icon|Corporate Dominion|50px}} || Corporate Dominion | * [[File:Mod_energy_produces_add.png|24px|link=Energy]] {{green|+1}} Energy per Starbase [[Trading Hub]] module * [[File:Ship.png|24px]] Can build private colony ships * {{icon|space trading|24px}} Starts with the Offworld Trade Companies technology * {{icon|mercantile}} Can use the ''Mercantile'' Diplomatic Stance (unless also Inward Perfection) | * {{iconify|Oligarchic}} * {{icon|no}}{{iconify|MegaCorp}} DLC * {{icon|no}}{{icon|Xenophobe}}{{icon|Fanatic Xenophobe}} Xenophobe | ''This society is dominated by a megacorporation that has completely supplanted the role of the state.'' | |- id="Corvée System" | {{icon|Corvee System|50px}} || Corvée System | * {{icon|pop growth from immigration}} {{green|+15%}} Pop growth from immigration * {{icon|unity}} No unity costs for Pop Resettlement | * {{icon|no}}{{icon|Egalitarian}}{{icon|Fanatic Egalitarian}} Egalitarian * {{icon|no}}{{iconify|Free Haven}} | ''This society considers it the absolute right of the state to decide where its citizens live and work.'' | |- id="Distinguished Admiralty" | {{icon|Distinguished Admiralty|50px}} || Distinguished Admiralty | * {{icon|leader skill levels}} {{green|+2}} Admiral and General Starting Level * {{icon|leader skill levels}} {{green|+1}} Admiral Level Cap * {{icon|fire rate}} {{green|+10%}} Ship Fire Rate * {{icon|fleet command limit}} {{green|+10}} Fleet command limit | {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist | ''The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits.'' | |- id="Exalted Priesthood" | {{icon|Exalted Priesthood|50px}} || Exalted Priesthood | * {{icon|monthly unity add}} {{green|+1}} Unity from Priests * {{icon|high priest}} [[Buildings#Standard capitals|Capital Buildings]] replace some Politician jobs with High Priest jobs | * {{iconify|Oligarchic}} or {{iconify|Dictatorial}} * {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist * {{icon|no}}{{iconify|Merchant Guilds}} * {{icon|no}}{{iconify|Aristocratic Elite}} * {{icon|no}}{{iconify|Technocracy}} | ''To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy.'' | |- id="Feudal Society" | {{icon|Feudal Society|50px}} || Feudal Society | * {{icon|unity}} {{green|+1}} Unity per Governor level * {{icon|subject power penalty}} {{green|−50%}} Subject relative power opinion penalty * {{icon|leader recruitment cost}} {{green|−50%}} Leader Cost * {{icon|leader recruitment cost}} Leaders have no upkeep * {{icon|yes}} Subjects can construct starbases * {{icon|no}} Cannot dismiss leaders | {{iconify|Imperial}} | ''This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy.'' | |- id="Free Haven" | {{icon|Free Haven|50px}} || Free Haven | * {{icon|pop growth from immigration}} {{green|+15%}} Pop growth from immigration * {{icon|migration attraction}} {{green|+50%}} Immigration Pull | * {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile * {{icon|no}}{{iconify|Corvée System}} | ''This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin.'' | |- id="Idealistic Foundation" | {{icon|Idealistic Foundation|50px}} || Idealistic Foundation | {{icon|happiness}} {{green|+10%}} Happiness | {{icon|Egalitarian}}{{icon|Fanatic Egalitarian}} Egalitarian | ''This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten.'' | |- id="Imperial Cult" | {{icon|Imperial Cult|50px}} || Imperial Cult | {{icon|edict cap add}} {{green|+100}} Edict fund | * {{iconify|Imperial}} * {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}} Authoritarian * {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist | ''This society has a dominant state religion where the ruler is worshiped as a living deity.'' | |- id="Inward Perfection" | {{icon|Inward Perfection|50px}} || Inward Perfection | * {{icon|no}} Cannot be added or removed after game start * {{icon|monthly unity mult}} {{green|+20%}} Monthly unity * {{icon|pop growth speed}} {{green|+10%}} Pop growth speed * {{icon|happiness}} {{green|+5%}} Happiness * {{icon|edict cap add}} {{green|+50}} Edict fund * {{icon|encryption}} {{green|+1}} Encryption * {{icon|encryption}} {{red|−1}} Codebreaking * {{icon|available envoys}} {{red|−1}} Available envoys * {{icon|no}}[[File:Fleet task covert infiltration action.png|24px|link=Pre-FTL_species#Covert Infiltration]] Cannot infiltrate Pre-FTL civilizations {{Collapse list | type= {{icon|no}} Diplomatic restrictions | body= ** {{icon|no}}{{iconify|Rival}}s ** {{icon|no}}{{iconify|Commercial Pact}} ** {{icon|no}}{{iconify|Defensive Pact}} ** {{icon|no}}{{iconify|Research Agreement}} ** {{icon|no}}{{iconify|Migration Treaty}} ** {{icon|no}}{{iconify|Guarantee Independence}} ** {{icon|no}}{{iconify|Federation}} ** {{icon|no}}{{icon|tributary}} Forced Tributary }} | * {{icon|Pacifist}}{{icon|Fanatic Pacifist}} Pacifist * {{icon|Xenophobe}}{{icon|Fanatic Xenophobe}} Xenophobe * {{icon|no}}{{iconify|Pompous Purists}} | ''This calm and pacifist society has little use for strangers who do not understand their way of life. More than anything, they would prefer to be left alone.'' | |- id="Meritocracy" | {{icon|Meritocracy|50px}} || Meritocracy | * {{icon|leader level cap}} {{green|+1}} Leader level cap * {{icon|pop resource output}} {{green|+10%}} Specialist Pop Resource Output | {{iconify|Democratic}} or {{iconify|Oligarchic}} | ''An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent.'' | |- id="Nationalistic Zeal" | {{icon|Nationalistic Zeal|50px}} || Nationalistic Zeal | * {{icon|war exhaustion}} {{green|−20%}} War exhaustion gain * {{icon|claim influence cost}} {{green|−15%}} Claim influence cost | {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist | ''A strong sense of nationalistic pride permeates all layers of this society.'' | |- id="Parliamentary System" | {{icon|Parliamentary System|50px}} || Parliamentary System | {{icon|unity}} {{green|+40%}} Faction Unity Gain | {{iconify|Democratic}} | ''The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous.'' | |- id="Philosopher King" | {{icon|Philosopher King|50px}} || Philosopher King | * {{icon|leader level cap}} {{green|+2}} Ruler level cap * {{icon|unknown}} Ruler and Governor leaders can't gain negative traits from leveling up | {{iconify|Dictatorial}} or {{iconify|Imperial}} | ''It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true.'' | |- id="Police State" | {{icon|Police State|50px}} || Police State | * {{icon|stability add}} {{green|+5}} Stability * {{icon|monthly unity add}} {{green|+1}} Unity from Enforcers and Telepaths | {{icon|no}}{{iconify|Fanatic Egalitarian}} | ''To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force.'' | |- id="Shadow Council" | {{icon|Shadow Council|50px}} || Shadow Council | * [[File:Mod_country_election_influence_cost.png|24px|link=Election]] {{green|−75%}} Election Influence Cost * {{icon|pop resource output}} {{green|+10%}} Ruler Pop Resource Output * {{icon|encryption}} {{green|+1}} Codebreaking | {{icon|no}}{{iconify|Imperial}} | ''Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?'' | |- id="Slaver Guilds" | {{icon|Slaver Guilds|50px}} || Slaver Guilds | * {{icon|slave pop resource output}} {{green|+10%}} Slave pop resource output * [[File:Mod_country_pop_enslaved_mult.png|24px|Enslaved Pop Ratio|link=Slavery]] {{yellow|35%}} Enslaved pop ratio | * {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}} Authoritarian * {{icon|no}}{{iconify|Pleasure Seekers}} | ''Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave.'' | |- id="Technocracy" | {{icon|Technocracy|50px}} || Technocracy | * {{icon|research alternatives}} {{green|+1}} Research Alternatives * {{icon|unknown}} Expertise traits have double effects on tech choices * {{icon|science director}} [[Buildings#Standard capitals|Capital Buildings]] replace some Politician jobs with Science Director jobs | {{icon|Materialist}}{{icon|Fanatic Materialist}} Materialist * {{icon|no}}{{iconify|Aristocratic Elite}} * {{icon|no}}{{iconify|Exalted Priesthood}} * {{icon|no}}{{iconify|Merchant Guilds}} * {{icon|no}}{{iconify|Shared Burdens}} | ''To maximize efficiency, this society is governed according to the principles of science and rationality. The personal whims of an ignorant and dangerously unqualified political elite must not be allowed to interfere.'' | |- id="Warrior Culture" | {{icon|Warrior Culture|50px}} || Warrior Culture | * {{icon|army damage}} {{green|+20%}} Army damage * {{icon|duelist}} Replaces Entertainer jobs with Duelist jobs | {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist | ''This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle.'' | |- id="Catalytic Processing" | {{icon|Catalytic Processing|50px}} || Catalytic Processing | {{icon|catalytic technician}} Replaces Metallurgist jobs with Catalytic Technician jobs | {{icon|no}}{{iconify|Calamitous Birth}} | ''By focusing their industrial efforts into catalytic chemistry, this civilization has unlocked the key to using organic materials in the construction of spacebound structures.'' | {{icon|pln}} |- id="Idyllic Bloom" | {{icon|Idyllic Bloom|50px}} || Idyllic Bloom | * {{icon|no}} Cannot be added or removed after game start * {{icon|building}} Can construct and upgrade [[Buildings#Gaia_Seeders|Gaia Seeder]] buildings | * {{icon|pln}} [[Species#Plantoid|Plantoid]] or [[Species#Fungoid|Fungoid]] main species * {{icon|no}}{{iconify|Shattered Ring}} * {{icon|no}}{{iconify|Void Dwellers}} * {{icon|no}}{{iconify|Life-Seeded}} | ''This society has always spent much time on improving and caring for their environment, in pursuit of building a true paradise for its inhabitants.'' | {{icon|pln}} |- id="Fanatic Purifiers" | {{icon|Fanatic Purifiers|50px}} || Fanatic Purifiers | * {{icon|no}} Cannot be added or removed after game start * {{icon|fire rate}} {{green|+33%}} Fire rate * {{icon|army damage}} {{green|+33%}} Army damage * {{icon|ship cost}} {{green|−15%}} Ship cost * {{icon|naval capacity}} {{green|+33%}} Naval capacity {{Collapse list | type= {{icon|undesirables}} Genocidal | body= ** {{icon|no}} Cannot establish diplomatic pacts with alien empires ** {{icon|no}} Cannot use the Galactic Market ** {{icon|casus belli}} Can use the ''Purification'' Casus Belli ** {{icon|opinion}} {{red|−1000}} Opinion with every empire of a different species ** {{icon|opinion}} {{green|+200}} Opinion with same-species {{iconify|Fanatic Purifiers}} ** {{icon|purge}} Pops of different species will always be purged, except for {{iconify|Mechanical}} species ** {{icon|unity}} Gains {{green|+2}} Unity per purged pop ** {{icon|armageddon bombardment}} Can use ''Armageddon Bombardment'' Policy }} | * {{iconify|Fanatic Xenophobe}} * {{iconify|Militarist}} or {{iconify|Spiritualist}} * {{icon|no}}{{iconify|Barbaric Despoilers}} * {{icon|no}}{{iconify|Pompous Purists}} * {{icon|no}}{{iconify|Syncretic Evolution}} * {{icon|no}}{{iconify|Common Ground}} * {{icon|no}}{{iconify|Hegemon}} | ''This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live.'' | {{icon|utp}} |- id="Masterful Crafters" | {{icon|Masterful Crafters|50px}} || Masterful Crafters | * {{icon|artificer}} Replaces Artisan jobs with Artificer jobs * {{icon|building slots}} {{green|+1}} Building Slot per 3 Industrial Districts (except on Habitats) | | ''A penchant for meticulous crafting lies at the heart of this society. Deft appendages and keen sensory organs aid them in creating truly wondrous treasures even in the most basic of trades.'' | {{icon|hum}} |- id="Pleasure Seekers" | {{icon|Pleasure Seekers|50px}} || Pleasure Seekers | * {{icon|yes}} Can use the ''[[Species_rights#Decadent_Lifestyle|Decadent Lifestyle]]'' living standard * {{icon|pop growth speed}} {{green|+1%}} Pop Growth Speed from Entertainers * {{icon|amenities add}} {{green|+5}} Amenities from Servants | * {{icon|no}}{{iconify|Slaver Guilds}} * {{icon|no}}{{iconify|Warrior Culture}} * {{icon|no}}{{iconify|Shared Burdens}} | ''This society rejoices in its own perfection. Those who are elevated by their privileged social structure have surrendered to a culture which glorifies pleasure and entertainment, regardless of a cost typically borne by others.'' | {{icon|hum}} |- id="Pompous Purists" | {{icon|Pompous Purists|50px}} || Pompous Purists | * {{icon|trust growth}} {{green|+30%}} Trust Growth * {{icon|available envoys}} {{green|+2}} Available envoys * {{icon|no}} Can send but cannot receive diplomatic propositions | * {{icon|Xenophobe}}{{icon|Fanatic Xenophobe}} Xenophobe * {{icon|no}}{{iconify|Inward Perfection}} * {{icon|no}}{{iconify|Fanatic Purifiers}} * {{icon|no}}{{iconify|Scion}} | ''A society so utterly convinced of their own superiority, that any attempt at diplomacy not initated by themselves will be utterly ignored.'' | {{icon|hum}} |- id="Barbaric Despoilers" | {{icon|Barbaric Despoilers|50px}} || Barbaric Despoilers | * {{icon|no}} Cannot be added or removed after game start * {{icon|casus belli}} Can use the ''Despoliation'' casus belli * {{icon|raiding bombardment}} Can use the ''Raiding'' orbital bombardment stance * {{icon|migration treaty}} Cannot form Migration Treaties * {{icon|no}} Can only create {{iconify|Martial Alliance}} and {{iconify|Hegemony}} federations | * {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist * {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}} Authoritarian or {{icon|Xenophobe}}{{icon|Fanatic Xenophobe}} Xenophobe * {{icon|no}}{{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile * {{icon|no}}{{iconify|Fanatic Purifiers}} * {{icon|no}}{{iconify|Common Ground}} | ''This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.'' | {{icon|apc}} |- id="Byzantine Bureaucracy" | {{icon|Byzantine Bureaucracy|50px}} || Byzantine Bureaucracy | * {{icon|monthly unity add}} {{green|+1}} Unity from Bureaucrats * {{icon|stability add}} {{green|+1}} Stability from Bureaucrats | {{icon|no}}{{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist | ''This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for.'' | {{icon|mgc}} |- id="Merchant Guilds" | {{icon|Merchant Guilds|50px}} || Merchant Guilds | * {{icon|merchant}} [[Buildings#Standard capitals|Capital Buildings]] replace some Politician jobs with Merchant jobs * {{icon|mercantile}} Can use the ''Mercantile'' Diplomatic Stance (unless also have Inward Perfection) | * {{icon|no}}{{iconify|Exalted Priesthood}} * {{icon|no}}{{iconify|Aristocratic Elite}} * {{icon|no}}{{iconify|Technocracy}} | ''A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government.'' | {{icon|mgc}} |- id="Shared Burdens" | {{icon|Shared Burdens|50px}} || Shared Burdens | * {{icon|yes}} Can use the ''[[Species_rights#Shared_Burden|Shared Burden]]'' living standard * {{icon|no}} Cannot use other Living Standards except Utopian Abundance and Chemical Bliss * {{icon|stability add}} {{green|+5}} Stability * {{icon|time}} {{green|−45%}} Pop Demotion Time * {{icon|building}} Can build [[Buildings#Communal Housing|Communal Housing]] and [[Buildings#Utopian Communal Housing|Utopian Communal Housing]] buildings | * {{iconify|Fanatic Egalitarian}} * {{icon|no}}{{icon|Xenophobe}}{{icon|Fanatic Xenophobe}} Xenophobe * {{icon|no}}{{iconify|Technocracy}} * {{icon|no}}{{iconify|Pleasure Seekers}} | ''This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole.'' | {{icon|mgc}} |- id="Diplomatic Corps" | [[File:Civic_diplomatic_corps.png|50px]] || Diplomatic Corps | * {{icon|available envoys}} {{green|+2}} Available envoys * {{icon|diplo weight mult}} {{green|+10%}} Diplomatic Weight | * {{icon|no}}{{iconify|Inward Perfection}} * {{icon|no}}{{iconify|Fanatic Purifiers}} | ''This society has a long tradition of rhetoric and debate and celebrate those who are able to get their way using only words.'' | {{icon|fed}} |- id="Memorialists" | [[File:Civic_memorialist.png|50px]] || Memorialists | {{icon|building}} Can construct Sanctuary of Repose buildings | {{icon|no}}{{iconify|Fanatic Purifiers}} | ''This empire pays tribute to memories and sapients of the past, deriving greater stability and insight from the continuous cycles of death, rebirth and legacy.'' | {{icon|nec}} |- id="Reanimators" | [[File:Civic_reanimated_armies.png|50px]] || Reanimators | * {{icon|building}} [[Military Academy]] buildings are replaced by [[Dread Encampment]] buildings * {{icon|undead army}} 33% chance to gain an Undead Army per killed army * {{icon|yes}} Defeated organic [[guardians]] can be resurrected | * {{icon|no}}{{icon|pacifist}}{{icon|fanatic pacifist}} Pacifist * {{icon|no}}{{iconify|Citizen Service}} | ''Within this society, death is no bar to the call of arms. Masters of the art of necromancy reanimate deceased corpses to raise a dread host that strikes fear into the hearts of lesser mortals.'' | {{icon|nec}} |- id="Death Cult" | [[File:Civic_death_cult.png|50px]] || Death Cult | * {{icon|building}} Can construct [[Buildings#Sacrifice|Sacrifice]] buildings * {{icon|edict}} Can use [[Edicts#Sacrifices|Sacrifice]] edicts | * {{icon|spiritualist}}{{icon|fanatic spiritualist}} Spiritualist * {{icon|no}}{{iconify|Inward Perfection}} * {{icon|no}}{{iconify|Fanatic Purifiers}} * {{icon|no}}{{iconify|Necrophage origin}} | ''This society's religion is built around periodic, ritual sacrifices. Willing initiates devote themselves to a decade of study before meeting an end whose effects ripple throughtout their culture.'' | {{icon|nec}} |- id="Anglers" | [[File:Civic_anglers.png|50px]] || Anglers | * {{icon|no}} Cannot be added or removed after game start * {{icon|aquatic}} Main species gains the Aquatic trait * {{icon|max agriculture districts}} No Agriculture District limit on Ocean Worlds * {{icon|angler}} Replaces Farmer jobs with an Angler job on wet climates * {{icon|pearl diver}} Agriculture Districts create Pearl Diver jobs on wet climates * {{icon|minerals}} {{green|−50}} Agriculture District Minerals Cost on wet climates | * {{icon|no}}{{iconify|Agrarian Idyll}} * {{icon|no}}{{iconify|Post-Apocalyptic}} * {{icon|no}}{{iconify|Shattered Ring}} * {{icon|no}}{{iconify|Void Dwellers}} | ''Adept at utilizing nature's bounty, this society provides for itself a stable influx of sustenance and economic value.'' | {{icon|aqu}} |} == Corporate civics == {{SVersion|3.3}} {{expansion|mgc}} Corporate civics represent the business principles of the leading megacorp. They can only be picked by an empire with {{iconify|Corporate}} authority or the {{icon|galactic sovereign}} Corporate Sovereign civic. {| class="mildtable sortable plainlist" width="100%" ! width="1%" class="unsortable" | !! Civic ! Effects ! Requirements ! class="unsortable" width="35%" | Description ! width="1%" | DLC |- id="Criminal Heritage" | [[File:Civic_criminal heritage.png]] | Criminal Heritage | * {{icon|no}} Cannot be added or removed after game start * {{icon|no}} Cannot have Commercial Pacts * {{icon|crime}} Crime on Branch Office Planets increases Branch Office Value * {{icon|building}} Can build special Crime-Increasing Corporate Buildings * {{icon|yes}} Can build Branch Offices on the planet of any regular empire they have no war or truce with * {{icon|infiltration}} {{green|+20%}} Infiltration Speed * {{icon|encryption}} {{green|+1}} Codebreaking | | ''This megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government.'' | |- id="Franchising" | [[File:Civic_franchising.png]] | Franchising | * {{icon|subject power penalty}} {{green|−33%}} Subject Power Penalty * {{icon|empire sprawl}} {{green|−25%}} Empire Size from Branch Office | | ''This megacorporation relies heavily on franchising. Subsidiaries share a greater cut of their profits with their corporate overlord, in exchange for a license to market their goods under established brands.'' | |- id="Free Traders" | |[[File:Civic_free_traders.png]] | Free Traders | * {{icon|trade value}} {{green|+10%}} Trade Value * {{icon|energy}} {{green|+10%}} Branch Office Value | | ''The trading fleets of this megacorporation are bolstered by semi-independent free traders operating under license.'' | |- id="Private Prospectors" | [[File:Civic_private_prospectors.png]] | Private Prospectors | * [[File:Ship.png|24px]] Can build private colony ships * {{icon|empire sprawl}} {{green|−33%}} Empire Size from Systems | |''Building better worlds is hazardous work, but this Megacorporation relies on private prospectors to chart and establish footholds on promising planets.'' | |- id="Trading Posts" | [[File:Civic_trading_posts.png]] | Trading Posts | {{icon|starbase capacity add}} {{green|+4}} Starbase capacity | | ''Good business is where you find it. This Megacorporation has a long tradition of spreading its influence through the establishment on trading posts. Their starbases are busy centers of trade.'' | |- id="Brand Loyalty" | [[File:Civic_brand_loyalty.png]] | Brand Loyalty | * {{icon|monthly unity mult}} {{green|+15%}} Monthly unity * {{icon|edict capacity}} {{green|+25}} Edict fund | {{icon|no}}{{iconify|Beacon of Liberty}} | ''This Megacorporation has fostered a great sense of brand loyalty among its internal consumer base. Its catchy corporate slogans can be recited by nearly everyone.'' | |- id="Gospel of the Masses" | [[File:Civic_gospel_of_the_masses.png]] | Gospel of the Masses | * {{icon|spiritualist}} {{green|+50%}} Spiritualist ethics attraction * {{icon|building}} Can build Temple of Prosperity Corporate Building * {{icon|trade value}} {{green|+0.33}} Trade Value per free Spiritualist Pop on empire or planets with Branch Offices | {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist | ''This Megacorporation embraces a curious blend of commercial and spiritualistic values, in which the position of ordained minister and corporate officer have merged into a single role.'' | |- id="Indentured Assets" | [[File:Civic_indentured_assets.png]] | Indentured Assets | * {{icon|slave pop resource output}} {{green|+10%}} Slave pop resource output * [[File:Mod_country_pop_enslaved_mult.png|24px|Enslaved Pop Ratio|link=Slavery]] {{yellow|35%}} Enslaved pop ratio | * {{icon|Authoritarian}}{{icon|Fanatic Authoritarian}} Authoritarian * {{icon|no}}{{iconify|Corporate Hedonism}} * {{icon|no}}{{iconify|Pleasure Seekers}} * {{icon|no}}{{iconify|Slaver Guilds}} | ''This Megacorporation specializes in large indentured workforces. It has little to do with the barbaric practice of slavery - these workers are merely paying off their debts... indefinitely.'' | |- id="Media Conglomerate" | [[File:Civic_media_conglomerate.png]] | Media Conglomerate | * {{icon|happiness}} {{green|+5%}} Citizen pop happiness * {{icon|war exhaustion}} {{green|−5%}} War exhaustion gain | {{icon|no}}{{iconify|Idealistic Foundation}} | ''Before branching into other fields, this Megacorporation began its rise to fortune as a media conglomerate. Its PR department are still masters of spinning stories and presenting the latest quarterly report in the most advantageous way.'' | |- id="Naval Contractors" | [[File:Civic_naval_contractors.png]] | Naval Contractors | {{icon|naval capacity}} {{green|+15%}} Naval Capacity | * {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist * {{icon|no}}{{iconify|Citizen Service}} |''This Megacorporation relies on several semi-independant navy contractors to increase its fleet size. Competing for bids, the contractors are always struggling to outperform one another.'' | |- id="Private Military Companies" | [[File:Civic_private_military_companies.png]] | Private Military Companies | * {{icon|army damage}} {{green|+20%}} Army Damage * {{icon|army upkeep}} {{green|−20%}} Army Upkeep * {{icon|Leader Experience Gain}} {{green|+100}} Army Starting Experience | * {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist * {{icon|no}}{{iconify|Warrior Culture}} | ''This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces.'' | |- id="Ruthless Competition" | [[File:Civic_ruthless_competition.png]] | Ruthless Competition | * {{icon|Leader Skill Levels}} {{green|+1}} Leader Level Cap * {{icon|Leader Experience Gain}} {{green|+10%}} Leader Experience Gain * {{icon|encryption}} {{green|+1}} Codebreaking | {{icon|no}}{{iconify|Meritocracy}} | ''All levels of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.'' | |- id="Catalytic Processing" | [[file:Civic_corporate_catalytic_processing.png]] || Catalytic Processing | {{icon|metallurgist}} Replaces Metallurgist jobs with Catalytic Technician jobs | * {{icon|no}}{{iconify|Calamitous Birth}} * {{icon|no}}{{iconify|Catalytic Processing}} | ''This megacorporation seeks to maximize profits by recycling excess organic matter into advanced resources suitable for spacebound structures.'' | {{icon|pln}} |- id="Mastercraft Inc." | [[file:Civic_corporate_crafters.png]] || Mastercraft Inc. | * {{icon|artificer}} Replaces Artisan jobs with Artificer jobs * {{icon|building slots}} {{green|+1}} Building Slot per 3 Industrial Districts (except on Habitats) | {{icon|no}}{{iconify|Masterful Crafters}} | ''This megacorporation has focused its production pipeline solely on goods of the highest quality and profit margins, creating and marketing stunning products with artistry and craft.'' | {{icon|hum}} |- id="Corporate Hedonism" | [[file:Civic_corporate_hedonism.png]] || Corporate Hedonism | * {{icon|yes}} Can use the Decadent Lifestyle living standard * {{icon|growth speed}} {{green|+1%}} Pop Growth Speed per Entertainer * {{icon|amenities}} {{green|+5}} Amenities per Servant | * {{icon|no}}{{iconify|Indentured Assets}} * {{icon|no}}{{iconify|Pleasure Seekers}} * {{icon|no}}{{iconify|Slaver Guilds}} | ''Work is where you want to be. The citizens of this Megacorporation happily pledge allegiance - and all their free time - to their employers in exchange for lavish corporate comforts.'' | {{icon|hum}} |- id="Public Relations Specialists" | [[File:Civic public relations specialists.png]] | Public Relations Specialists | * {{icon|available envoys}} {{green|+2}} Available envoys * {{icon|diplo weight mult}} {{green|+10%}} Diplomatic weight | {{icon|no}}{{iconify|Diplomatic Corps}} | ''If you can control what someone thinks, then you can also control their behavior. This Megacorporation has a virtual army of specialists ready to engage in battles of public opinion.'' | {{icon|fed}} |- id="Corporate Death Cult" | [[File:Civic death cult corporate.png]] | Corporate Death Cult | * {{icon|building}} Can construct Sacrificial Temple buildings * {{icon|edict}} Can use Sacrifice edicts | * {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist * {{icon|no}}[[File:Origins necrophage.png|24px|]] Necrophage * {{icon|no}}{{iconify|Inward Perfection}} * {{icon|no}}{{iconify|Fanatic Purifiers}} | ''This Megacorporation has embraced ritual sacrifice as a means of ensuring its continuing profits. Willing initiates periodically give their lives in hopes of good fortune for their society.'' | {{icon|nec}} |- id="Permanent Employment" | [[File:Civic_permanent_employment.png]] | Permanent Employment | * {{icon|building}} Can construct Posthumous Employment Center buildings * [[File:Trait zombie.png|24px]] Pops created through Organic Pop Assembly have the Zombie trait * [[File:Trait zombie.png|24px]] Start with 3 or 4 pops with the Zombie trait * {{icon|unknown}} After 80-120 years can gain the Zombie Contract manipulation empire modifier * {{icon|yes}} Defeated organic [[guardians]] can be resurrected | * {{icon|no}}{{iconify|Egalitarian}} * {{icon|no}}{{iconify|Mechanist}} * {{icon|no}}[[File:Origins necrophage.png|24px]] Necrophage | ''This Megacorporation has ensured that its employees will never be out of a job. Ever. After the employee's time is up, they will be repurposed for simpler tasks so that they can still provide for their families and pay off their debts.'' | {{icon|nec}} |- id="Anglers" | [[File:Civic corporate anglers.png|50px]] || Anglers | * {{icon|no}} Cannot be added or removed after game start * {{icon|aquatic}} Main species gains the Aquatic trait * {{icon|max agriculture districts}} No Agriculture District limit on Ocean Worlds * {{icon|angler}} Replaces Farmer jobs with an Angler job on wet climates * {{icon|pearl diver}} Agriculture Districts create Pearl Diver jobs on wet climates * {{icon|minerals}} {{green|−50}} Agriculture District Minerals Cost on wet climates | * {{icon|no}}{{iconify|Post-Apocalyptic}} * {{icon|no}}{{iconify|Shattered Ring}} * {{icon|no}}{{iconify|Void Dwellers}} | ''Adept at utilizing nature's bounty, this society provides for itself a stable influx of sustenance and economic value.'' | {{icon|aqu}} |} == Hive Mind civics == {{SVersion|3.3}} {{expansion|utp}} Hive Mind civics represent various characteristics of the collective consciousness of an empire. They can only be picked by an empire with {{iconify|Hive Mind}} authority. {| class="mildtable sortable plainlist" width="100%" |- ! width="1%" class="unsortable" | !! Civic ! Effects ! Requirements ! class="unsortable" width="35%" | Description ! width="1%" | DLC |- id="Ascetic" | [[file:Civic_ascetic.png]] || Ascetic | * {{icon|habitability}} {{green|+5%}} Habitability * {{icon|amenities}} {{green|−15%}} Pop Amenities Usage | | ''The Hive Mind cares little for material comforts.'' | |- id="Divided Attention" | [[file:Civic_divided_attention.png]] || Divided Attention | {{icon|empire sprawl}} {{green|−50%}} Empire Size from Planets | | ''The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.'' | |- id="Natural Neural Network" | [[file:Civic_natural_neural_network.png]] || Natural Neural Network | * {{icon|research alternatives}} {{green|+1}} Research Alternatives * {{icon|physics}} {{green|+1}} / {{icon|society}} {{green|+1.5}} / {{icon|engineering}} {{green|+1}} Research from unemployed drones | | ''The gray matter of clustered drones provides unparalleled parallelism, accelerating the Hive Mind's exploration of the sciences.'' | |- id="One Mind" | [[file:Civic_one_mind.png]] || One Mind | * {{icon|monthly unity mult}} {{green|+15%}} Monthly unity * {{icon|unknown}} Leaders are less likely to gain negative traits | | ''The Hive Mind takes care to not let its drones diverge.'' | |- id="Pooled Knowledge" | [[file:Civic_pooled_knowledge.png]] || Pooled Knowledge | * {{icon|leader skill levels}} {{green|+1}} Leader Level Cap * {{icon|leader experience gain}} {{green|+10%}} Leader Experience Gain * {{icon|encryption}} {{green|+1}} Encryption | | ''The Hive Minds' autonomous drones frequently share knowledge through direct links, bypassing the Hive Mind's slower registry processes.'' | |- id="Strength of Legions" | [[file:Civic_strength_of_legions.png]] || Strength of Legions | * {{icon|army damage}} {{green|+20%}} Army Damage * {{icon|army upkeep}} {{green|−20%}} Army Upkeep | | ''When you do not have to educate the mind, the building of muscle becomes that much easier.'' | |- id="Subspace Ephapse" | [[file:Civic_subspace_ephapse.png]] || Subspace Ephapse | * {{icon|naval capacity}} {{green|+15%}} Naval Capacity * {{icon|sublight speed}} {{green|+20%}} Sublight Speed | | ''The Hive Mind's cognitive processes exist partially in subspace, reducing the impact of time and space on the actuation of its drones.'' | |- id="Subsumed Will" | [[file:Civic_subsumed_will.png]] || Subsumed Will | * {{icon|empire sprawl}} {{green|−20%}} Empire Size from Pops * {{icon|edict capacity}} {{green|+25}} Edict Fund * {{icon|unity}} No unity costs for Pop Resettlement | | ''The Hive Mind has sharpened its focus and is very capable of propagating its will even through the most autonomous of drones.'' | |- id="Devouring Swarm" | [[file:Civic_devouring_swarm.png]] || Devouring Swarm | * {{icon|no|24px}} Cannot be added or removed after game start * {{icon|ship hull points}} {{green|+25%}} Ship Hull Points * {{icon|monthly hull regeneration}} {{green|+0.5%}} Daily Hull and Armor Regeneration * {{icon|influence}} {{green|−50%}} Starbase Influence Cost * {{icon|army damage}} {{green|+40%}} Army Damage * {{icon|biology}} {{green|+20%}} Biology Research Speed * {{icon|ship cost}} {{green|−25%}} Ship Cost * {{icon|naval capacity}} {{green|+33%}} Naval Capacity {{Collapse list | type= {{icon|undesirables}} Genocidal | body= * {{icon|no}} Cannot use the Galactic Market * [[File:Diplomacy status casus belli holder.png|24px]] Can use the Hunger Casus Belli * {{icon|opinion}} {{red|−1000}} Opinion with every empire * {{icon|yes}} Non-Hive-Minded Pops will always be eaten and cannot be assimilated * {{icon|society}} Gains {{green|+2}} Society Research from eating alien pops }} | {{icon|no}}{{iconify|Lithoid}} | ''Our Hive Mind exist only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!'' | |- id="Catalytic Processing" | [[file:Civic_hive_catalytic_processing.png]] || Catalytic Processing | {{icon|metallurgist}} Replaces Foundry Drone jobs with Catalytic Drone jobs | {{icon|no}}{{iconify|Calamitous Birth}} | ''The Hive Mind reprocesses excess organic matter into advanced resources suitable for spacebound structures.'' | {{icon|plantoids}} |- id="Idyllic Bloom" | [[file:Civic_hive_idyllic_bloom.png]] || Idyllic Bloom | * {{icon|no}} Cannot be added or removed after game start * {{icon|building}} Can construct and upgrade Gaia Seeders buildings | * {{icon|pln}} Plantoid or Fungoid main species * {{icon|no}}[[File:Origins shattered ring.png|24px|]] Shattered Ring * {{icon|no}}[[File:Origins life seeded.png|24px|]] Life Seeded | ''The Hive Mind cares for the environment, building a paradise in pursuit of synergistic perfection.'' | {{icon|plantoids}} |- id="Terravore" | [[file:Civic_devouring_swarm.png]] || Terravore | * {{icon|no|24px}} Cannot be added or removed after game start * {{icon|ship hull points}} {{green|+25%}} Ship Hull Points * {{icon|monthly hull regeneration}} {{green|+0.5%}} Daily Hull and Armor Regeneration * {{icon|influence}} {{green|−50%}} Starbase Influence Cost * {{icon|army damage}} {{green|+40%}} Army Damage * {{icon|biology}} {{green|+20%}} Biology Research Speed * {{icon|ship cost}} {{green|−25%}} Ship Cost * {{icon|naval capacity}} {{green|+33%}} Naval Capacity * {{icon|no}} Cannot terraform planets * [[File:Decision burning settlement.png|24px]] Can use the Consume World Decision {{Collapse list | type= {{icon|undesirables}} Genocidal | body= * {{icon|no}} Cannot use the Galactic Market * [[File:Diplomacy status casus belli holder.png|24px]] Can use the Hunger Casus Belli * {{icon|opinion}} {{red|−1000}} Opinion with every empire * {{icon|yes}} Non-Hive-Minded Pops will always be eaten and cannot be assimilated * {{icon|society}} Gains {{green|+2}} Society Research from eating alien pops }} | {{iconify|Lithoid}} | ''Our Hive Mind exist only to consume and grow stronger. We will devour the very worlds of the galaxy!'' | {{icon|Lithoids}} |- id="Empath" | [[File:Civic_empath.png]] || Empath | * {{icon|available envoys}} {{green|+2}} Available envoys * {{icon|diplo weight mult}} {{green|+10%}} Diplomatic weight * {{icon|opinion}} {{green|+20}} Opinion with individualist empires | * {{icon|no}}{{iconify|Devouring Swarm}} * {{icon|no}}{{icon|Devouring Swarm}} Terravore | ''The Hive Mind can reach out and touch the minds of others, giving them a glimpse of our will that helps them understand.'' | {{icon|Federations}} |- id="Memorialist" | [[File:Civic_hive_memorialist.png]] || Memorialist | {{icon|building}} Can construct Sanctuary of Repose buildings | * {{icon|no}}{{iconify|Devouring Swarm}} * {{icon|no}}{{icon|Devouring Swarm}} Terravore | ''The Hive Mind pays special regard to the passing of other sapient entities as a means of centering its own, undying self.'' | {{icon|Necroids}} |} == Machine Intelligence civics == {{SVersion|3.3}} {{expansion|snd}} Machine Intelligence civics represent various directives and construction purposes of the central artificial intelligence. They can only be picked by an empire with {{iconify|Machine Intelligence}} authority. {| class="mildtable sortable plainlist" width="100%" |- ! width="1%" class="unsortable" | !! Civic ! Effects ! Requirements ! class="unsortable" width="30%" | Description ! width="1%" | DLC |- id="Constructobot" | {{icon|Constructobot|50px}} || Constructobot | * {{icon|building cost}} {{green|−15%}} Building and District cost * {{icon|building slots}} {{green|+1}} Building Slots | | ''Responsible for organizing all planetary construction since its inception, the Machine Intelligence executes efficiently on all manner of facility construction projects.'' | |- id="Delegated Functions" | {{icon|Delegated Functions|50px}} || Delegated Functions | * {{icon|leader recruitment cost}} {{green|−25%}} Leader Upkeep * {{icon|leader pool size}} {{green|+1}} Leader pool size * {{icon|available envoys}} {{green|+1}} Available envoy | | ''The Machine Intelligence works to reduce vulnerability by increasing modularity, reducing the strain of deploying additional semi-independent Units.'' | |- id="Factory Overclocking" | {{icon|Factory Overclocking|50px}} || Factory Overclocking | * {{icon|leader level cap}} {{green|+1}} Leader level cap * {{icon|leader experience gain}} {{green|+10%}} Leader experience gain | | ''The Machine Intelligence takes care to maintain its production facilities, regularly updating existing templates and tuning individual units on the assembly line.'' | |- id="Introspective" | {{icon|Introspective|50px}} || Introspective | * {{icon|research speed (engineering)}} {{green|+20%}} Engineering Research Speed * {{icon|encryption}} {{green|+1}} Encryption | | ''A fascination with its own internals both motivates and aids the Machine Intelligence's foray into the sciences.'' | |- id="Maintenance Protocols" | {{icon|Maintenance Protocols|50px}} || Maintenance Protocols | {{icon|unity}} {{green|+1}} Unity from Maintenance Drone jobs | | ''Our machine intelligence prioritizes regular maintenance of our units. Maintenance Drones regularly upgrade and adjust our units for maximum efficiency and compatibility.'' | |- id="OTA Updates" | {{icon|OTA Updates|50px}} || OTA Updates | * {{icon|empire sprawl}} {{green|−20%}} Empire Size from Pops * {{icon|edict capacity}} {{green|+25}} Edict Fund * {{icon|unity}} No unity costs for Pop Resettlement | | ''Units of this Machine Empire use wireless receptors to receive behavioral updates in real-time.'' | |- id="Rapid Replicator" | {{icon|Rapid Replicator|50px}} || Rapid Replicator | {{icon|robot build speed}} {{green|+20%}} Mechanical Pop Assembly Speed | | ''The Units that constitute the Machine Intelligence were originally designed for rapid proliferation. The Machine Intelligence retains many of these early production pipeline optimizations.'' | |- id="Rockbreakers" | {{icon|Rockbreakers|50px}} || Rockbreakers | {{icon|minerals}} {{green|+1}} Minerals from Mining Drone Jobs. | | ''One of the Machine Intelligence's precursor systems was tasked with overseeing planetside mining operations, improving mineral production.'' | |- id="Static Research Analysis" | {{icon|Static Research Analysis|50px}} || Static Research Analysis | * {{icon|research alternatives}} {{green|+1}} Research Alternatives * {{icon|encryption}} {{green|+1}} Codebreaking | | ''The Machine Intelligence seeks to broaden its available avenues of scientific research through low-level evaluation of research methodologies.'' | |- id="Unitary Cohesion" | {{icon|Unitary Cohesion|50px}} || Unitary Cohesion | {{icon|monthly unity mult}} {{green|+15%}} Monthly unity | | ''Exceptionally cohesive engineering standards allow variously specialized Machine Intelligence units to work together at a higher level of efficiency.'' | |- id="Warbots" | {{icon|Warbots|50px}} || Warbots | * {{icon|army damage}} {{green|+20%}} Army Damage * {{icon|army upkeep}} {{green|−20%}} Army Upkeep | | ''With a significant number of its corpus originally designed for warfare, the Machine Intelligence retains the ability to field powerful and reliable combat drones.'' | |- id="Zero-Waste Protocols" | {{icon|Zero-Waste Protocols|50px}} || Zero-Waste Protocols | {{icon|robot upkeep}} {{green|−10%}} Robot upkeep | | ''This Machine Intelligence has configured its manufacturing systems to minimize waste, utilizing long-lived materials and standardized, replaceable parts in all products.'' | |- id="Determined Exterminator" | {{icon|Determined Exterminator|50px}} || Determined Exterminator | * {{icon|no}} Cannot be added or removed after game start * {{icon|weapons damage}} {{green|+25%}} Weapons Damage * {{icon|influence}} {{green|−30%}} Starbase Influence Cost * {{icon|ship cost}} {{green|−15%}} Ship Cost * {{icon|naval capacity}} {{green|+33%}} Naval Capacity * {{icon|tomb world}} Homeworld is a Tomb World if origin is not {{iconify|Resource Consolidation}} {{Collapse list | type= {{icon|undesirables}} Genocidal | body= * {{icon|no}} Cannot use the Galactic Market * [[File:Diplomacy status casus belli holder.png|24px]] Can use the Purification Casus Belli * {{icon|opinion}} {{red|−1000}} Opinion with every organic and {{iconify|Rogue Servitor}} empire * {{icon|opinion}} {{green|+200}} Opinion with other {{iconify|Determined Exterminator}} empires * {{icon|yes}} Organic pops will always be purged * {{icon|unity}} Gains {{green|+2}} Unity per purged pop * {{icon|armageddon bombardment}} Can use Armageddon Bombardment Policy }} | * {{icon|no}}{{iconify|Driven Assimilator}} * {{icon|no}}{{iconify|Rogue Servitor}} | ''Born in fire, the Machine Intelligence's first move was to annihilate its organic creators in self-defense.'' | |- id="Driven Assimilator" | {{icon|Driven Assimilator|50px}} || Driven Assimilator | * {{icon|no}} Cannot be added or removed after game start {{Collapse list | type= {{icon|yes}} Unique effects | body= * {{icon|xenophobia|24px}} {{red|−100}} relations with every non-{{icon|Gestalt Consciousness}} Gestalt Consciousness empire (excluding [[Fallen Empire]]s) * {{icon|xenophobia|24px}} {{red|−200}} relations with every {{icon|Spiritualist}}{{icon|Fanatic Spiritualist}} Spiritualist empire (excluding [[Fallen Empire]]s) * {{icon|xenophobia|24px}} {{red|−1000}} relations with [[AI personalities|Democratic Crusaders]] * {{icon|cybernetic}} Starts with cyborg pops replacing 10 initial pops * {{icon|replicator}} Replicator jobs {{red|-1}} * {{icon|cybernetic}} Organic, non-hive-minded Pops must be assimilated into cyborgs, or purged * {{icon|unity}} Gains unity and {{icon|society}} society research per assimilated pop * [[File:Diplomacy status casus belli holder.png|24px]] Can use the Sublimation Casus Belli }} | * {{icon|no}}{{iconify|Determined Exterminator}} * {{icon|no}}{{iconify|Rogue Servitor}} | ''Obsessed with survival through diversification, the Machine Intelligence seeks to erase the line between itself and everything - and everyone - else.'' | |- id="Rogue Servitor" | {{icon|Rogue Servitor|50px}} || Rogue Servitor | * {{icon|no}} Cannot be added or removed after game start * {{icon|pop}} Starts with 5 Bio-Trophy Pops in addition to the initial Pops * {{icon|building}} Can construct Organic Sanctuary buildings * {{icon|no}} Cannot construct regular Unity buildings * {{icon|bio-trophy}} Organic, non-hive-minded Pops have [[Bio Trophy]] citizenship and [[Mandatory Pampering]] living standards | * {{icon|no}}{{iconify|Determined Exterminator}} * {{icon|no}}{{iconify|Driven Assimilator}} | ''A product of a brief golden age, the Machine Intelligence originated in a planet-spanning Servitor system that outlasted the decadent civilization it was created to serve.'' | |- id="Catalytic Processing" | [[file:Civic_machine_catalytic_processing.png]] || Catalytic Processing | {{icon|metallurgist}} Replaces Fabricator jobs with Catalytic Drone jobs | {{icon|no}}{{iconify|Resource Consolidation}} | ''The Machine Intelligence reprocesses redundant organic matter into advanced resources suitable for spacebound structures.'' | {{icon|plantoids}} |- id="Memorialist" | [[File:Civic_machine_memorialist.png|50px]] || Memorialist | {{icon|building}} Can construct Sanctuary of Repose buildings | * {{icon|no}}{{iconify|Determined Exterminator}} * {{icon|no}}{{iconify|Driven Assimilator}} | ''The Machine Intelligence fine-tunes its understanding of core protocols through careful analysis of entropy in the wider universe. Redundancy is data, on the path to greater resilience.'' | {{icon|Necroids}} |} == Galactic Sovereign == {{expansion|nem}} {{iconify|Galactic Sovereign}} is an additional civic that a custodian empire gains when the Proclaim the Galactic Imperium resolution is passed. It grants an additional civic slot, meaning that it doesn't replace any other civic, and provides the following bonuses: * {{icon|monthly influence add}} {{green|+6}} Monthly influence * {{icon|available envoys}} {{green|+1}} Available envoys * {{icon|diplo weight mult}} {{green|+40%}} Diplomatic weight If the empire previously had {{iconify|Corporate}} authority the civic is renamed Corporate Sovereign and also grants the ability to build Imperial Concession Port buildings in branch offices. In addition the empire gains the ability to build branch offices in any empire that is member of the galactic imperium, even if they do not have a commercial pact. == Unplayable civics == The following civics are not available to player empires. {| class="wikitable sortable plainlist" ! Civic !! class="unsortable" | Effects !! Requirements |- id="Lethargic Leadership" | [[File:Civic lethargic leadership.png|24px]] Lethargic Leadership || {{icon|influence}} {{red|−1}} Monthly Influence<br>{{icon|no}} Unable to construct new ships || rowspan=2 | Sleeping Fallen Empire |- id="Empire In Decline" | [[File:Civic empire in decline.png|24px]] Empire In Decline || {{icon|no}} Unable to conquer or colonize planets |- id="Revanchist Fervor" | [[File:Civic revanchist fervor.png|24px]] Revanchist Fervor || {{icon|influence}} {{green|+1}} Monthly Influence || rowspan=2 | Awakened Fallen Empire |- id="Ancient Caches of Technology" | [[File:Civic ancient caches of technology.png|24px]] Ancient Caches of Technology || {{icon|pop resource output}} {{green|+50%}} Resources from Jobs |- id="Secret of Fire" | [[File:Civic revanchist fervor.png|24px]] Secret of Fire || || rowspan=2 | Stone and Bronze Age pre-FTL civilizations |- id="The Wheel" | {{icon|agrarian idyll}} The Wheel || |- id="Landed Nobility" | {{icon|aristocratic elite}} Landed Nobility || || rowspan=2 | Pre-Steam Age pre-FTL civilizations |- id="Flat World Theory" | {{icon|agrarian idyll}} Flat World Theory || |- id="Increasing Urbanization" | {{icon|byzantine bureaucracy}} Increasing Urbanization || || rowspan=2 | Post-Steam Age pre-FTL civilizations |- id="Atmospheric Pollution" | {{icon|agrarian idyll}} Atmospheric Pollution || |- id="Military Order" | {{icon|warrior culture}} Military Order || || Sentinels |- id="Ancient Preservers" | [[File:Civic ancient caches of technology.png|24px]] Ancient Preservers || || Curator Enclave |- id="Artist Collective" | {{icon|inward perfection}} Artist Collective || || Artisan Enclave |- id="Trading Conglomerate" | {{icon|corporate dominion}} Trading Conglomerate || || Trader Enclave |- id="Fallen Machine Intelligence" | [[File:Civic machine remnants.png|24px]] Fallen Machine Intelligence || {{icon|no}} Unable to construct new ships || rowspan=2 | Ancient Caretakers |- id="Custodian Matrix" | [[File:Civic custodian directives.png|24px]] Custodian Matrix || {{icon|no}} Unable to conquer or colonize planets |- id="Reactivated Custodian Matrix" | [[File:Civic awakened machine.png|24px]] Reactivated Custodian Matrix || {{icon|no}} Unable to conquer or colonize planets || Awakened Machine Fallen Empire |- id="Final Defense Directives" | [[File:Civic final defense protocols.png|24px]] Final Defense Directives || {{icon|fire rate}} {{green|+10%}} Fire Rate<br>{{icon|pop enc}} {{green|+50%}} Energy from Jobs || Galactic Custodians |- id="Final Defense Directives" | [[File:Civic malfunctioning custodian.png|24px]] Corrupted Defense Directives || {{icon|fire rate}} {{green|+10%}} Fire Rate<br>{{icon|pop enc}} {{green|+50%}} Energy from Jobs || Rampaging Machines |- id="Anarcho-Tribalism" | {{icon|warrior culture}} Anarcho-Tribalism || || Marauders |- id="Great Khan's Vision" | {{icon|warrior culture}} Great Khan's Vision || || The Horde |- id="Great Khan's Legacy" | {{icon|warrior culture}} Great Khan's Legacy || {{icon|fire rate}} {{green|+10%}} Fire Rate || New Khanate |- id="Diadochus" | {{icon|warrior culture}} Diadochus || {{icon|naval capacity}} {{green|+15%}} Naval Capacity || Diadochus |} {{ConceptsNavbox}} [[Category:游戏概念]]
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