Stellaris

Stellaris

[OUTDATED] Civics Expanded: Civics Only
 This topic has been pinned, so it's probably important
MadeinCanada 19 Apr, 2020 @ 8:26am
Civics Expanded: Civics Only List of Features
Civics Expanded: Civics Only: Features

Those marked with (NEW) have been added in the 1.3 update, and those with either (CHANGES) have been modified to some extent.

Civics

Default Civics

Avid Explorers (CHANGES)
Survey speed: +15%
Anomaly research speed: +10%
Anomaly discovery chance: +10%
Science ship build cost: +50%

Bureau of Transportation (CHANGES)
Sublight speed: +10%
FTL speed: +15%
Jump drive range: +10%
Ship upkeep: +10%
Can build the Vessel Streamlining Bay starbase building

Planetary Cache (CHANGES)
Homeworld has the Strategic Cache deposit, providing 1 Volatile Motes, Rare Crystals and Exotic Gases per month
With certain technologies, the deposit can provide up to 3 of each resource

Collectivism
Stability: +10
Pop growth speed: +10%
Pop demotion time: -50%
Workers political power: +50%
Unemployed pop energy upkeep: +1
Must have Shared Burdens living standard

Diplomactic Giants (CHANGES)
Envoy improve relations: +25%
Diplomatic Influence cost: -50%
Trust growth: +10%

Emergency Ship Defences (CHANGES)
Evasion: +20%
Emergency FTL damage risk: -20%
Shield hit points: +15%
Ship fire rate: -10%

Imperialist Ambitions
Colony development speed: +10%
Starbase influence cost: -20%
Claim influence cost: -20%
Border friction: +50%

Masters of Architecture (CHANGES)
Megastructure build capacity: +1
Megastructure build speed: +25%
Construction time: -10%
Construction cost: +10%
Homeworld has the Grand Monument deposit

Personal Weapons (CHANGES)
Army damage: +25%
Army cost: -25%
Crime: +10
Crime: +20%
Has access to the Limit Personal Weapons edict

Sovereign Nations (CHANGES)
Monthly influence: +0.5
Monthly unity: +20%
Governing ethics attraction: -75%

Starfleet Academies (CHANGES)
Ship evasion: +10%
Ship tracking: +10%
Admiral level cap: +1
The Fleet Academy starbase building provides ships with an extra 200 starting experience

World Council (CHANGES)
Faction influence gain: +15%
Happiness: +10%
Homeworld has the Planetary Council Hall building, providing Amenities, Stability and Unity
Can build the Colonial Council Hall building on colonies, providing smaller bonuses

Collective Punishment
Assault army damage: +15%
Ship weapons damage: +10%
Can use the Armageddon bombardment stance

Defenders of the Faith
Army morale: +15%
Monthly influence: +1
War exhaustion gain: -25%
Spiritualist ethics attraction: +50%
Engineering research speed: -5%
Can use Crusade casus belli against materialists
Better opinion with spiritualists, but worse with materialists

Defensive Policies (CHANGES)
Ship build speed (defensive war): +20%
Defense army damage: +15%
Defense army health: +15%
Has access to the special National Defense Level policies

Industrial Capitalism
Alloys from jobs: +10%
Consumer goods from jobs: +10%
Energy from jobs: +15%
Worker pop resource output: -5%
Happiness: -10%

Free Market (CHANGES)
Trade value: +25%
Monthly energy credits: +5%
Market fee: -10%

Multiculturalism (CHANGES)
Pop growth speed: +10%
Xenophile ethics attraction: +50%
Governing ethics attraction: -25%
Can enact the Strengthen Diversity decision on owned worlds

Seekers of Knowledge (CHANGES)
Research alternatives: +1
Researchers output: +5%
Researchers consumer goods upkeep: +5%
Homeworld has the Planetary Databanks building, providing research

Warmongers (CHANGES)
Ship fire rate: +10%
Assault army damage: +15%
War exhaustion gain: -30%

Social Darwinism (CHANGES)
Leader skill level cap: +2
Leader experience gain: +15%
Specialist output: +10%
Monthly unity: -15%
Administrators produce an additional 1 energy

Cult of Personality (CHANGES)
Governing ethics attraction: +25%
Citizen happiness: +5%
Monthly influence +0.5
Stability: -10
Has access to the Spread of Propaganda edict

Ruthless Suppression (CHANGES)
Stability: +10
Crime: -25
Job output: +5%
Pop growth speed: -15%

Peaceful Society
Crime: -15
Citizen happiness: +10%
Pop growth speed: +5%
Ship build cost: +10%
Administrators produce an additional 2 unity
Cannot use the Militarized Economy policy option

Patrol Agency (CHANGES)
Piracy suppression per ship: +25
Trade protection: +10
Trade value: +5%

Nihilistic Cult (NEW)
Physics research from jobs: +10%
Sublight speed: +15%
Traditionalist faction is neutral about machines
Full AI Rights policy option available
Priests produce 3 Physics Research instead of 2 Society Research

Machine Cult (NEW)
Engineering research from jobs: +10%
Construction time: -15%
Traditionalist faction likes machines
AI Worship policy option available
Priests produce 3 Engineering Research instead of 2 Society Research

Crystalline Energy Grid (NEW)
Energy credits from jobs: +5%
Homeworld has a deposit providing 2 Rare Crystals
Technicians produce twice as much Energy, but have an upkeep of 2 Rare Crystals
Start with a Crystal Mines building and the ability to build another

War Industry (NEW)
Ship build time: -15%
Alloys from jobs: +20%
Consumer goods from jobs: -15%
Cannot use the Civilian Economy policy option
Has access to a special wartime edict, allowing the conversion of Consumer Goods into Alloys

Peacekeepers (NEW)
Subject power penalty: -25%
Diplomatic weight from fleet: +25%
Federation fleet contribution: +50%
Claim influence cost: +50%
Imperialist faction does not demand war or rivalries
Can form the special Peacekeeping Coalition Federation, allowing the use of the Neutralize Threat wargoal on empires deemed a threat

Hive Mind Civics

Concerted Befrienders
Trust growth: +25%
Envoy improve relations: +25%
Trust cap: +50
Have a small opinion bonus, rather than a penalty

Eye in the Sky (CHANGES)
Planet sensor range: +3
Ship sensor range: +2
Ship weapons range: +10%
Crime: -15

Genetic Manipulators
Pop growth speed: +10%
Gene modification points: +1
Modify species special project cost: -25%
Start with three techs in gene modding

Hunters of the Void
Sublight speed: +15%
Ship fire rate: +10%
Evasion: +15%

Nourishment Focus
Max agriculture districts: +3
Pop food upkeep: -10%
Agriculture district build speed: +20%

Rapid Breeding (CHANGES)
Pop growth speed: +20%
Amenities: +15%
Hive Districts provide an extra 3 housing

Research Driven (CHANGES)
Research alternatives: +1
Research speed: +10%
Tech cost from empire sprawl: -25%

Semi-Autonomous Drones (CHANGES)
Monthly unity: -10%
Ship experience gain: +20%
Army experience gain: +20%
Research speed: +5%

Total Control (CHANGES)
Stability: +20
Monthly influence: +0.5
Leader level cap: +2

Voidswarm
Naval capacity: +20
Military ship build speed: +20%
Ship upgrade cost: -20%

Machine Civics

Diplomatic Competitor
Available envoys: +2
Diplomatic weight: +15%
Envoy improve relations: +50%

Expansion Protocols (CHANGES)
Starbase influence cost: -25%
War exhaustion gain: -15%
Claim influence cost: -15%

Mighty Processors (CHANGES)
Starbase capacity: +3
Naval capacity: +25
Administrative capacity: +50
Sublight speed: -10%

Organic Friendly Interface (CHANGES)
Border friction: -50%
Trust cap for organics: +50
Trust growth: +20%

Routine Machine Checks (CHANGES)
Stability: +15
Monthly influence gain: +0.5
Pop amenity usage: -20%

Corporate Civics

Constant Growth (CHANGES)
Administrative capacity: +50
Claim influence cost: -20%
Empire sprawl from systems: -15%

Travel Agency
Immigration pull: +30%
Pop growth from immigration: +25%
Can build Tourist Decks on starbases with a colony in the system

Cooperative Upbringings
Faction influence gain: +25%
Faction energy gain: +0.50
Happiness: +10%

Technocorp (CHANGES)
Research speed: +10%
Research alternatives: +2
Researchers produce an additional 1 energy

War Factories (CHANGES)
Army build speed: +20%
Military ship build speed: +15%
Army cost: -20%
Military ship build cost: -15%
Last edited by MadeinCanada; 2 Aug, 2020 @ 12:56pm