With 2.0 introducing new background civics, I'm planning to create a mod that will separate the background civics from the rest. My plan is to give everyone access to a third, mutually exclusive background civic, both old and new, on top of the existing two. Since I'm waiting until 2.0 to do most of the work, I though I'd share my plans and get feedback, especially with regards to balancing, and new ideas for some of the more boring civics. I will be updating this list as things change.
The List:
---Standard Empires---
Vanilla Civics
- Mechanist
- Syncretic Evolution
- Post-Apocalyptic
- Life-Seeded
Note: I plan on leaving Barbaric Despoilers as a normal civic.
Modified Civics
Agrarian Idyll (Preset Empire: Maweer Caretakers)
Bonus: +1 unity from farms, homeworld starts with all tile blockers removed, +5% new worlds research
Cannot remove after game start
Idealistic Foundation (Preset Empire: United Nations of Earth)
Bonuses: +5% Happiness,+ 0.1 influence from factions for each demand of the egalitarian faction that is met (up to +0.3). -5% happiness for each demand of the egalitarian faction that is not met (up to -20%). If you're empire is no longer egalitarian, all non-authoritarian pops will be very unhappy.
Cannot remove after game start
Warrior Culture (Preset Empire: Kel-Azaan Republic)
+20% army damage, -20% army upkeep, +1 unity from military academies and fortresses (new in 2.0)
Cannot remove after game start
New Background Civics
Exploited Homeworld (Preset Empire: Chinorr Stellar Union)
This empire's homeworld was ruthlessly exploited since the industrial age, permanently damaging its ecosystem
Requirements: Either Materialist ethic or Hive Mind authority, not Environmentalist civic
Effects: +1 mineral from mines, +1 energy from power plants. Homeworld is turned arid, while species retains the original habitability trait. If already arid or an exotic world (such as methane and ammonia worlds from Planetary Diversity), will get -30% habitability modifier instead. If original homeworld was a dry biome, will get -10% habitability on homeworld. An additional strip mine tile blocker will be added to the homeworld (functionally identical to the other starting blockers)
Planned for a Later Update: The situation on your homeworld may gradually get worse, opportunists to stop the slide with the right technologies and resources. If nothing is done, may eventually become uninhabitable.
Notes: Chinorr Stellar Union will get a jungle world that turns arid, as per their bio.
Lost Colony (Preset Empire: Commonwealth of Man)
In the early days of FTL research, an attempt at colonization was made and went awry, stranding the colonists on their new home.
Requirements: Not Gestalt Consciousness
Effects: Spawns an empire of the same species and either same or opposite ethics, whose homeworld will be set as yours. -25% colony development time. Chance to spawn a sapient or pre-sapient species on your homeworld. Homeworld may change to a different planet class of the same biome.
Fanatical Befrienders (Preset Empire: Blorg Commonality)
Ever since hearing the radio transmissions from a far away alien civilization, this empire has been obsessed with meeting alien friends
Requirements: Both Fanatical Xenophille ethic and Militaristic ethic
Effects: +25% trust growth, +5% unity from migration treaties, up to +30%, +0.25 influence per xeno vassal, tributaries, or protectorate (up to +2), main species suffers -10% happiness without xeno pops or vassals, species set to have solitary and repugnant traits. AI with this civic will always be fanatical befrienders (and as such the AI will not pick this civic often)
Subterranean Civilization (Preset Empire: Ix'Idar Star Collective)
Evolved deep underground, and only later did they come to the surface, and eventually, the stars
Requirements: Not a machine empire
Effects: +1 homeworld size, one-time subterranean construction edict to increase other colonies by 1, new tile always has +2 minerals, starts with the Subterranean Colonization tech. With Mastery of Nature, can use the edict a second time, up to a max size of 25.
Trader Enclaves (Preset Empires: Iferyx Amalgamated Fleets)
This empire's civilization arose from numerous mercantile nation states.
Requirements: Either materialist, egalitarian, or pacifist ethics
+15% trade value, starts with Global Energy Management tech, +15 opinion with enclaves (trader, artist, curator)
Militaristic Unification (Preset Empire: Tzynn Empire)
This empire was forcefully united by a powerful warlord several centuries before achieving FTL travel
Requirements: Both Militaristic ethic and Authoritarian ethic
Effects: -10% claim cost, -50% suppress faction influence cost, starts with Centralized Command tech
Delicate Ecosystem (Preset Empire: Scyldary Confederacy)
This empire has learned to live in harmony with the delicate ecosystem of their homeworld.
Requirements: Not Machine Empire, Cannot be Barbaric Despoilers
Effects: +10% habitability, -10% consumer goods, -10% tile blocker removal time. Homeworld has delicate ecosystem modifier, giving -10% habitability, -15% minerals, +20% society research. One tile blocker on homeworld will be replaced with a higher level blocker
Planned for a Later Update: Delicate Ecosystem modifier can appear on other habitable planets for all empires, will be given the choice to issue a special project to stabilize the ecosystem and remove the modifier with the Ecological Adaptation tech
Eternal Empire (Preset Empire: Kingdom of Yondarim)
This civilization was a united, proud empire long before the invention of FTL
Requirements: Either Authoritarian ethics or Spiritualist ethics, must have imperial or dictatorial authority, Cannot be Barbaric Despoilers
Effects: +1 unity from colony capital buildings, starts with Planetary Unification tech, Colonial Centralization tech, starts with planetary capital on homeworld.
Rudimentary Cybernetics (Preset Empire: Voor Technocracy)
This empire has augmented their population with basic cybernetics.
Requirements: Materialist ethics
Effects: All pops start with a rudimentary cybernetics trait, gives +10% habitability, +5% army damage, -10% opinion from other empires, will upgrade to cyborgs if you take The Flesh is Weak. Starts with Powered Exoskeletons and Administrative AI techs
Peaceful Collective (Preset Empire: Jehetma Dominion)
The citizens of this highly collectivist society are devoted to the state without the need for coercion.
Requirements: Authoritarian ethics and Pacifist ethics, does not have the slaver guild civic
Effects: +5% happiness, capital building gives -25% slave unrest
Second Home
This empire has a second habitable planet on their home system, and colonized it using pre-ftl technology.
Requirements: Not a Gestalt Consciousness
Effects: Starts with a second planet in your home system, usually an arid world, but if your homeworld is dry, it will be a jungle world. Starts with three pops
Pluralistic Spirituality
The many religious traditions in this empire have come to live in harmony. They have come to believe that all life is connected by a higher power.
Requirements: Spiritualist ethics, either egalitarian, pacifist, or xenophile ethics, not authoritarian or xenophobe ethics
Bonus: +5% Happiness, +5% unity from migration treaties, up to 30%, +25% migration speed
Anti-Robot Crusaders
Barely survived a robot uprising on their homeworld, and have hated robots ever since
Requirements: Not materialist ethics
Bonuses: +30% army moral, gains unity from disassembling robot pops (if possible), cannot engage in diplomacy with machine empires, has - opinion of any empire with robot pops or ai rights. Cannot research robot or sentient ai techs. Starts with powered exoskeleton tech. Homeworld starts with additional battlefield tile blocker.
One World Religion
This planet's civilization is dominated by a single religious ideology.
Requirements: Fanatic Spiritual ethics, not egalitarian ethics
Bonuses: -20% unrest, +influence from converting pops to spiritual ethic. Missionary planetary edict which massively increases spiritual ethics attraction, but makes pops that do not share your empire's ethics unhappy.
Planned for a Later Update: Event chains to sent missionaries to nearby empires.
Ringworld Preserve
Evolved in an abandoned Enigmatic Observer sanctuary.
Requirements: Not a Gestalt Consciousness. Cannot be Barbaric Despoilers or Fanatic Purifier
Effects: Homeworld is one segment of a broken ringworld. Ringworld segment has 4 pops of another sapient species, and 10 pops of various pre-sapient species. The system is heavily guarded by the remaining precursor defense systems. All pops have ringworld preference, so they only have 20% habitability for all worlds except gaia worlds and other ring worlds.
New Regular Civics
Great Hunters (Preset Empire: Kel-Azaan Republic)
Evolved as their homeworld's apex preditor, and they have never forgotten
Requirements: Militaristic ethics
Effects: Starts with dangerous wildlife removal tech, + unity from killing spaceborn aliens (except space whales) and leviathans
Planned for a Later Update: dangerous wildlife tile blockers that don't have any deposits may spawn alien pets when cleared.
Commonwealth of Nations (Preset Empire: United Nations of Earth)
This empire is a coalition of nation states that have joined together for their mutual benefit.
Requirements: Either Pacifist ethics or Egalitarian ethics, Democratic or Oligarchic authority
Effects: +1 leader pool size, +5% unity if in a defensive pact or federation, cannot be selected later, but can be removed
The List:
---Standard Empires---
Vanilla Civics
- Mechanist
- Syncretic Evolution
- Post-Apocalyptic
- Life-Seeded
Note: I plan on leaving Barbaric Despoilers as a normal civic.
Modified Civics
Agrarian Idyll (Preset Empire: Maweer Caretakers)
Bonus: +1 unity from farms, homeworld starts with all tile blockers removed, +5% new worlds research
Cannot remove after game start
Idealistic Foundation (Preset Empire: United Nations of Earth)
Bonuses: +5% Happiness,+ 0.1 influence from factions for each demand of the egalitarian faction that is met (up to +0.3). -5% happiness for each demand of the egalitarian faction that is not met (up to -20%). If you're empire is no longer egalitarian, all non-authoritarian pops will be very unhappy.
Cannot remove after game start
Warrior Culture (Preset Empire: Kel-Azaan Republic)
+20% army damage, -20% army upkeep, +1 unity from military academies and fortresses (new in 2.0)
Cannot remove after game start
New Background Civics
Exploited Homeworld (Preset Empire: Chinorr Stellar Union)
This empire's homeworld was ruthlessly exploited since the industrial age, permanently damaging its ecosystem
Requirements: Either Materialist ethic or Hive Mind authority, not Environmentalist civic
Effects: +1 mineral from mines, +1 energy from power plants. Homeworld is turned arid, while species retains the original habitability trait. If already arid or an exotic world (such as methane and ammonia worlds from Planetary Diversity), will get -30% habitability modifier instead. If original homeworld was a dry biome, will get -10% habitability on homeworld. An additional strip mine tile blocker will be added to the homeworld (functionally identical to the other starting blockers)
Planned for a Later Update: The situation on your homeworld may gradually get worse, opportunists to stop the slide with the right technologies and resources. If nothing is done, may eventually become uninhabitable.
Notes: Chinorr Stellar Union will get a jungle world that turns arid, as per their bio.
Lost Colony (Preset Empire: Commonwealth of Man)
In the early days of FTL research, an attempt at colonization was made and went awry, stranding the colonists on their new home.
Requirements: Not Gestalt Consciousness
Effects: Spawns an empire of the same species and either same or opposite ethics, whose homeworld will be set as yours. -25% colony development time. Chance to spawn a sapient or pre-sapient species on your homeworld. Homeworld may change to a different planet class of the same biome.
Fanatical Befrienders (Preset Empire: Blorg Commonality)
Ever since hearing the radio transmissions from a far away alien civilization, this empire has been obsessed with meeting alien friends
Requirements: Both Fanatical Xenophille ethic and Militaristic ethic
Effects: +25% trust growth, +5% unity from migration treaties, up to +30%, +0.25 influence per xeno vassal, tributaries, or protectorate (up to +2), main species suffers -10% happiness without xeno pops or vassals, species set to have solitary and repugnant traits. AI with this civic will always be fanatical befrienders (and as such the AI will not pick this civic often)
Subterranean Civilization (Preset Empire: Ix'Idar Star Collective)
Evolved deep underground, and only later did they come to the surface, and eventually, the stars
Requirements: Not a machine empire
Effects: +1 homeworld size, one-time subterranean construction edict to increase other colonies by 1, new tile always has +2 minerals, starts with the Subterranean Colonization tech. With Mastery of Nature, can use the edict a second time, up to a max size of 25.
Trader Enclaves (Preset Empires: Iferyx Amalgamated Fleets)
This empire's civilization arose from numerous mercantile nation states.
Requirements: Either materialist, egalitarian, or pacifist ethics
+15% trade value, starts with Global Energy Management tech, +15 opinion with enclaves (trader, artist, curator)
Militaristic Unification (Preset Empire: Tzynn Empire)
This empire was forcefully united by a powerful warlord several centuries before achieving FTL travel
Requirements: Both Militaristic ethic and Authoritarian ethic
Effects: -10% claim cost, -50% suppress faction influence cost, starts with Centralized Command tech
Delicate Ecosystem (Preset Empire: Scyldary Confederacy)
This empire has learned to live in harmony with the delicate ecosystem of their homeworld.
Requirements: Not Machine Empire, Cannot be Barbaric Despoilers
Effects: +10% habitability, -10% consumer goods, -10% tile blocker removal time. Homeworld has delicate ecosystem modifier, giving -10% habitability, -15% minerals, +20% society research. One tile blocker on homeworld will be replaced with a higher level blocker
Planned for a Later Update: Delicate Ecosystem modifier can appear on other habitable planets for all empires, will be given the choice to issue a special project to stabilize the ecosystem and remove the modifier with the Ecological Adaptation tech
Eternal Empire (Preset Empire: Kingdom of Yondarim)
This civilization was a united, proud empire long before the invention of FTL
Requirements: Either Authoritarian ethics or Spiritualist ethics, must have imperial or dictatorial authority, Cannot be Barbaric Despoilers
Effects: +1 unity from colony capital buildings, starts with Planetary Unification tech, Colonial Centralization tech, starts with planetary capital on homeworld.
Rudimentary Cybernetics (Preset Empire: Voor Technocracy)
This empire has augmented their population with basic cybernetics.
Requirements: Materialist ethics
Effects: All pops start with a rudimentary cybernetics trait, gives +10% habitability, +5% army damage, -10% opinion from other empires, will upgrade to cyborgs if you take The Flesh is Weak. Starts with Powered Exoskeletons and Administrative AI techs
Peaceful Collective (Preset Empire: Jehetma Dominion)
The citizens of this highly collectivist society are devoted to the state without the need for coercion.
Requirements: Authoritarian ethics and Pacifist ethics, does not have the slaver guild civic
Effects: +5% happiness, capital building gives -25% slave unrest
Second Home
This empire has a second habitable planet on their home system, and colonized it using pre-ftl technology.
Requirements: Not a Gestalt Consciousness
Effects: Starts with a second planet in your home system, usually an arid world, but if your homeworld is dry, it will be a jungle world. Starts with three pops
Pluralistic Spirituality
The many religious traditions in this empire have come to live in harmony. They have come to believe that all life is connected by a higher power.
Requirements: Spiritualist ethics, either egalitarian, pacifist, or xenophile ethics, not authoritarian or xenophobe ethics
Bonus: +5% Happiness, +5% unity from migration treaties, up to 30%, +25% migration speed
Anti-Robot Crusaders
Barely survived a robot uprising on their homeworld, and have hated robots ever since
Requirements: Not materialist ethics
Bonuses: +30% army moral, gains unity from disassembling robot pops (if possible), cannot engage in diplomacy with machine empires, has - opinion of any empire with robot pops or ai rights. Cannot research robot or sentient ai techs. Starts with powered exoskeleton tech. Homeworld starts with additional battlefield tile blocker.
One World Religion
This planet's civilization is dominated by a single religious ideology.
Requirements: Fanatic Spiritual ethics, not egalitarian ethics
Bonuses: -20% unrest, +influence from converting pops to spiritual ethic. Missionary planetary edict which massively increases spiritual ethics attraction, but makes pops that do not share your empire's ethics unhappy.
Planned for a Later Update: Event chains to sent missionaries to nearby empires.
Ringworld Preserve
Evolved in an abandoned Enigmatic Observer sanctuary.
Requirements: Not a Gestalt Consciousness. Cannot be Barbaric Despoilers or Fanatic Purifier
Effects: Homeworld is one segment of a broken ringworld. Ringworld segment has 4 pops of another sapient species, and 10 pops of various pre-sapient species. The system is heavily guarded by the remaining precursor defense systems. All pops have ringworld preference, so they only have 20% habitability for all worlds except gaia worlds and other ring worlds.
New Regular Civics
Great Hunters (Preset Empire: Kel-Azaan Republic)
Evolved as their homeworld's apex preditor, and they have never forgotten
Requirements: Militaristic ethics
Effects: Starts with dangerous wildlife removal tech, + unity from killing spaceborn aliens (except space whales) and leviathans
Planned for a Later Update: dangerous wildlife tile blockers that don't have any deposits may spawn alien pets when cleared.
Commonwealth of Nations (Preset Empire: United Nations of Earth)
This empire is a coalition of nation states that have joined together for their mutual benefit.
Requirements: Either Pacifist ethics or Egalitarian ethics, Democratic or Oligarchic authority
Effects: +1 leader pool size, +5% unity if in a defensive pact or federation, cannot be selected later, but can be removed
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