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====== 排外主义 vs 亲外主义 ====== The {{iconify|Xenophobe}}–{{iconify|Xenophile}} dichotomy axis governs attitudes towards alien species, spanning between isolationism/supremacism and proactive coexistence, i.e. purity versus diversity. {{iconify|Xenophobe}} empires believe that the alien species are a threat to their society and must not be completely trusted. * They can, like {{iconify|Authoritarian}}s, {{icon|Slave}} Enslave alien species, reducing their {{iconify|Happiness}} in exchange for a lowered {{iconify|consumer goods}} consumption, {{iconify|amenities}} and {{iconify|Housing}} usage, which are all needed to sustain your populations, while Slaves also have a bonus in various resource output. * They can also {{iconify|Purge}} (genocide) unwanted aliens for a wider living space for their main species, which in turn displeases other empires and inflicts diplomatic penalties. * They also enjoy a faster population growth speed and lowered influence cost in empire expansion by building outposts. * Xenophobic empires have reduced starting {{iconify|Opinion}} with other empires, which could lead to strained relations or outright hostility upon first contact with other empires. * Their restrictions are they can never give aliens Full Citizenship, nor can alien species ever be allowed in as refugees. * Xenophobic empires start with {{icon|Policy}} Closed Borders to other empires by default, though this can be changed at the start of the game. {{iconify|Xenophile}} empires, in contrast, believe that alien species and culture are treasures in the galaxy and xeno cooperation is the key to a bright future. * Each empire has 2 {{iconify|Envoy}}s to be assigned to diplomatic tasks such as improving relations or performing espionage, or performing First Contact missions. The number of Envoys is limited, and Xenophile empires have 1 additional Envoy, or 2 if they were {{iconify|Fanatic Xenophile}}, which drastically improves their diplomatic performance. Furthermore, a {{iconify|Fanatic Xenophile}} empire with the {{iconify|Diplomatic Corps}} civic will have access to an impressive '''6''' envoys on game start, allowing them to exert significant diplomatic influence, whether in the galactic community, in a federation, or within regular diplomacy as well as allowing them to improve relations with other empires while keeping the ability to meet new ones. * Xenophile empires also enjoy an improved starting {{iconify|Opinion}} with other empires, which can lead to improved diplomatic options with alien empires. * They also have increased {{iconify|Trade Value}} which is a major source of {{iconify|Energy}} within an empire and can also be utilized to generate {{iconify|Energy}} credits or to provide {{iconify|consumer goods}} to help sustaining populations, or {{iconify|Unity}} to help speeding up the adoption of [[Traditions]]. * Their restrictions are they cannot displace or purge aliens, nor can they outright reject alien refugees (though they can be limited to only species with full citizenship).
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