Is there a list of all the new civics?

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Sheriff Godwin Law

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If they did a full dev cycle then it would have been more or less have time to do all of that other flavor including synthetic/PSI Hive Mind. Rather than limited to just one biological ascension peak Hive Mind like it is now.

Firstly, you're still assuming, on no evidence, that time constraints are what is preventing them from allowing Hive's access to Synthetic and Psionic ascension.

Two, you missed my point. I don't care what wondrous things they can accomplish for Hiveminds if they spend an entire developer cycle on it. That's still an entire developer cycle where they don't accomplish anything else.
 

kolpo

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Someone on reddit discoverd many civics in stream:

Civic Effects Requirements
Agrarian Idyll Farms now produce 1 Unity Pacifist, not Authoritarian
Inwards Perfection +30% Unity, +5% Happiness for citizen pops Pacifist, Xenophobe
Police State -20 Unrest not Fanatic Egalitarian
Beacon of Liberty +15% Unity Egalitarian, Democratic Authority, not Xenophobe
Technocracy +1 Research Alternatives Materialist
Meritocracy +1 Leader Skill Levels, +1 Leader Pool Size Democratic or Oligarchic Authority
Shadow Council -50% Election Influence Cost Democratic, Oligarchic, or Dictatorial Authority
Cutthroat Politics +1 Influence -
Environmentalist -20% Consumer Goods Cost -
Mining Guilds +10% Minerals Production -
Parliamentary System +50% Faction Influence Gain Democratic Authority
Efficient Bureaucracy +2 Core Sector Systems -
Functional Architecture -15% Building Cost -
Mechanist Start the game with 4 Robot pops plus tech to build more Materialist, no Syncretic Evolution Civic
Syncretic Evolution Start the game with 4 pops of a randomly generated subservient species No Fanatic Purifier or Mechanist Civic
Fanatic Purifiers +33% Fire Rate, +33% Army Damage, allows Armageddon bombardment stance, cannot use diplomacy, gains unity from purging xenos, automatically purges xenos in borders Fanatic Xenophobe, Militarist, no Syncretic Evolution
Imperial Cult -33% edict cost, makes ruler title "God Emperor" Authoritarian, Spiritualist, Imperial Authority
Warrior Culture +20% Army Damage, -20% Army Upkeep Militarist
Aristocratic Elite -50% Governor Recruitment Cost, +4 Empire Leader Capacity Oligarchic or Imperial Authority
Exalted Priesthood +20% Governing Ethics Attraction Spiritualist, Oligarchic Authority
Nationalistic Zeal +10% Border Range, +1 Maximum Rivalries Militarist
Philosopher King +2 Ruler Skill Levels Dictatorial or Imperial Authority
Citizen Service +15% Naval capacity Militarist, Democratic or Oligarchic authority, not Fanatic Xenophobe
Distinguished Admiralty +8% Fire Rate Militarist
Free Haven +50% Migration Attraction Xenophile
Slaver Guilds +10% Slave Food Output, +10% Slave Mineral Output Authoritarian
Idealistic Foundation +5% Happiness for citizen pops Egalitarian
Corporate Dominion +10% Energy Credits Egalitarian, Oligarchic Authority
Subspace Ephapse +15% Naval Capacity Hive Mind
Natural Neural Network +5% Research Speed Hive Mind
Ascetic -20% Consumer Goods Cost Hive Mind
One Mind +15% Unity Hive Mind
Divided Attention +2 Core Sector Systems Hive Mind
Strength of Legions +20% Army Damage Hive Mind
Subsumed Will +1 Monthly Influence Hive Mind
Pooled Knowledge Leader Skill Levels +1, Leader Pool Size+1 Hive Mind

https://www.reddit.com/r/Stellaris/comments/62g21n/egx_stream_info_civics/
 

PalmettoExplorer14

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Firstly, you're still assuming, on no evidence, that time constraints are what is preventing them from allowing Hive's access to Synthetic and Psionic ascension.

Two, you missed my point. I don't care what wondrous things they can accomplish for Hiveminds if they spend an entire developer cycle on it. That's still an entire developer cycle where they don't accomplish anything else.

Sorry to ask this but how long is a developer cycle? I've seen several different things on how long it is, from several months to a year to two years and even more so I'm a bit confused on this.

Now while I agree that the devs could have added some more stuff to Utopia, I also understand they were under a tight schedule (and most likely a tight budget!) so they couldn't do everything they wanted to do. So it is my guess (and since I lack any evidence, I'm just assuming here) that they'll add more stuff for the Hiveminds later on. I'm pretty sure that they wanted to see if it worked first before adding more stuff to the game.

Someone on reddit discoverd many civics in stream:

Civic Effects Requirements
Agrarian Idyll Farms now produce 1 Unity Pacifist, not Authoritarian
Inwards Perfection +30% Unity, +5% Happiness for citizen pops Pacifist, Xenophobe
Police State -20 Unrest not Fanatic Egalitarian
Beacon of Liberty +15% Unity Egalitarian, Democratic Authority, not Xenophobe
Technocracy +1 Research Alternatives Materialist
Meritocracy +1 Leader Skill Levels, +1 Leader Pool Size Democratic or Oligarchic Authority
Shadow Council -50% Election Influence Cost Democratic, Oligarchic, or Dictatorial Authority
Cutthroat Politics +1 Influence -
Environmentalist -20% Consumer Goods Cost -
Mining Guilds +10% Minerals Production -
Parliamentary System +50% Faction Influence Gain Democratic Authority
Efficient Bureaucracy +2 Core Sector Systems -
Functional Architecture -15% Building Cost -
Mechanist Start the game with 4 Robot pops plus tech to build more Materialist, no Syncretic Evolution Civic
Syncretic Evolution Start the game with 4 pops of a randomly generated subservient species No Fanatic Purifier or Mechanist Civic
Fanatic Purifiers +33% Fire Rate, +33% Army Damage, allows Armageddon bombardment stance, cannot use diplomacy, gains unity from purging xenos, automatically purges xenos in borders Fanatic Xenophobe, Militarist, no Syncretic Evolution
Imperial Cult -33% edict cost, makes ruler title "God Emperor" Authoritarian, Spiritualist, Imperial Authority
Warrior Culture +20% Army Damage, -20% Army Upkeep Militarist
Aristocratic Elite -50% Governor Recruitment Cost, +4 Empire Leader Capacity Oligarchic or Imperial Authority
Exalted Priesthood +20% Governing Ethics Attraction Spiritualist, Oligarchic Authority
Nationalistic Zeal +10% Border Range, +1 Maximum Rivalries Militarist
Philosopher King +2 Ruler Skill Levels Dictatorial or Imperial Authority
Citizen Service +15% Naval capacity Militarist, Democratic or Oligarchic authority, not Fanatic Xenophobe
Distinguished Admiralty +8% Fire Rate Militarist
Free Haven +50% Migration Attraction Xenophile
Slaver Guilds +10% Slave Food Output, +10% Slave Mineral Output Authoritarian
Idealistic Foundation +5% Happiness for citizen pops Egalitarian
Corporate Dominion +10% Energy Credits Egalitarian, Oligarchic Authority
Subspace Ephapse +15% Naval Capacity Hive Mind
Natural Neural Network +5% Research Speed Hive Mind
Ascetic -20% Consumer Goods Cost Hive Mind
One Mind +15% Unity Hive Mind
Divided Attention +2 Core Sector Systems Hive Mind
Strength of Legions +20% Army Damage Hive Mind
Subsumed Will +1 Monthly Influence Hive Mind
Pooled Knowledge Leader Skill Levels +1, Leader Pool Size+1 Hive Mind

https://www.reddit.com/r/Stellaris/comments/62g21n/egx_stream_info_civics/

Oh! Exalted Priesthood! I'm liking that! Dang now I have to decide on Beacon of Liberty and Exalted Priesthood for my Warrior Culture Spiritualist Militarist Xenophile Space Foxes!
 
Last edited:

Tavior

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Firstly, you're still assuming, on no evidence, that time constraints are what is preventing them from allowing Hive's access to Synthetic and Psionic ascension.

Two, you missed my point. I don't care what wondrous things they can accomplish for Hiveminds if they spend an entire developer cycle on it. That's still an entire developer cycle where they don't accomplish anything else.

I said focused on Hive Mind not to exclusive only Hive Mind feature.

Just like Utopia is not exclusive only ethic rework, superstructure, and etc...

Sorry to ask this but how long is a developer cycle? I've seen several different things on how long it is, from several months to a year to two years and even more so I'm a bit confused on this.

Now while I agree that the devs could have added some more stuff to Utopia, I also understand they were under a tight schedule (and most likely a tight budget!) so they couldn't do everything they wanted to do. So it is my guess (and since I lack any evidence, I'm just assuming here) that they'll add more stuff for the Hiveminds later on. I'm pretty sure that they wanted to see if it worked first before adding more stuff to the game.

Developer cycle can depend on various factor that you may not be aware of. Without knowing the full break down how it is run at Paradox at general. It is safe to assume that they work on a major version (1.4.1 to 1.5 for example) over a few months. While a smaller patch will take far less time. Both still have to be tested even if they turn out perfectly and among other things that may contribute to certain length of the patch cycles.
 

Tavior

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Someone on reddit discoverd many civics in stream:

Civic Effects Requirements
Agrarian Idyll Farms now produce 1 Unity Pacifist, not Authoritarian
Inwards Perfection +30% Unity, +5% Happiness for citizen pops Pacifist, Xenophobe
Police State -20 Unrest not Fanatic Egalitarian
Beacon of Liberty +15% Unity Egalitarian, Democratic Authority, not Xenophobe
Technocracy +1 Research Alternatives Materialist
Meritocracy +1 Leader Skill Levels, +1 Leader Pool Size Democratic or Oligarchic Authority
Shadow Council -50% Election Influence Cost Democratic, Oligarchic, or Dictatorial Authority
Cutthroat Politics +1 Influence -
Environmentalist -20% Consumer Goods Cost -
Mining Guilds +10% Minerals Production -
Parliamentary System +50% Faction Influence Gain Democratic Authority
Efficient Bureaucracy +2 Core Sector Systems -
Functional Architecture -15% Building Cost -
Mechanist Start the game with 4 Robot pops plus tech to build more Materialist, no Syncretic Evolution Civic
Syncretic Evolution Start the game with 4 pops of a randomly generated subservient species No Fanatic Purifier or Mechanist Civic
Fanatic Purifiers +33% Fire Rate, +33% Army Damage, allows Armageddon bombardment stance, cannot use diplomacy, gains unity from purging xenos, automatically purges xenos in borders Fanatic Xenophobe, Militarist, no Syncretic Evolution
Imperial Cult -33% edict cost, makes ruler title "God Emperor" Authoritarian, Spiritualist, Imperial Authority
Warrior Culture +20% Army Damage, -20% Army Upkeep Militarist
Aristocratic Elite -50% Governor Recruitment Cost, +4 Empire Leader Capacity Oligarchic or Imperial Authority
Exalted Priesthood +20% Governing Ethics Attraction Spiritualist, Oligarchic Authority
Nationalistic Zeal +10% Border Range, +1 Maximum Rivalries Militarist
Philosopher King +2 Ruler Skill Levels Dictatorial or Imperial Authority
Citizen Service +15% Naval capacity Militarist, Democratic or Oligarchic authority, not Fanatic Xenophobe
Distinguished Admiralty +8% Fire Rate Militarist
Free Haven +50% Migration Attraction Xenophile
Slaver Guilds +10% Slave Food Output, +10% Slave Mineral Output Authoritarian
Idealistic Foundation +5% Happiness for citizen pops Egalitarian
Corporate Dominion +10% Energy Credits Egalitarian, Oligarchic Authority
Subspace Ephapse +15% Naval Capacity Hive Mind
Natural Neural Network +5% Research Speed Hive Mind
Ascetic -20% Consumer Goods Cost Hive Mind
One Mind +15% Unity Hive Mind
Divided Attention +2 Core Sector Systems Hive Mind
Strength of Legions +20% Army Damage Hive Mind
Subsumed Will +1 Monthly Influence Hive Mind
Pooled Knowledge Leader Skill Levels +1, Leader Pool Size+1 Hive Mind

https://www.reddit.com/r/Stellaris/comments/62g21n/egx_stream_info_civics/

I believe that came from the live @ EGX Stellaris.

There isn't a youtube up yet for it. If you want to watch for yourself that is.

https://www.twitch.tv/videos/132217034
 

PalmettoExplorer14

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I see. That makes sense.

Also noticed a lot of changes I'm going to have to make to my design plans for my various empires. Still, having a Xenophile Spiritualist Militarist Oligarchy with the Warrior Culture and Exalted Priesthood sounds good.

I'm just hoping that is just the tip of the mountain in regards to Civics!
 

GC13

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I'm just hoping that is just the tip of the mountain in regards to Civics!
Yeah, they should add a few at a time, each patch, so we get a bit more variety. There's only a single Civic that requires Materialist? Two for Spiritualist, both of which are restricted to a single authority type each? More love, please.
 

Talanic

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Yeah, they should add a few at a time, each patch, so we get a bit more variety. There's only a single Civic that requires Materialist? Two for Spiritualist, both of which are restricted to a single authority type each? More love, please.

You forgot Mechanist, I think. Two mechanist civics, two spiritualist. They'll probably roll more out in time.

I note that Warrior Culture now gives -20% to army upkeep in addition to bonus damage. Consider that now we know that your number of assault armies is now capped (at number of pops of that species in your empire, which can be high, but still...) and even the bonus damage doesn't look quite as bad now. Between the need for more effective armies and the fact that you'll need defensive armies to quell unrest (and therefore will have more upkeep to defray - AND defensive armies will be everywhere, making enemies tougher nuts to crack), Warrior Culture now looks like a solid pick. Potentially.

Also, considering that Hive Mind is explicitly a limited game mode with several features turned off to simplify gameplay, I never expected much in the way of unique features for it...at least at its introduction. This is my first Paradox title, and I purchased it understanding that I would love it as it was (and I do!) but that I would love it more with each subsequent expansion. Some of these features will probably wind up significantly expanded on in later patches.
 

PalmettoExplorer14

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Yeah, they should add a few at a time, each patch, so we get a bit more variety. There's only a single Civic that requires Materialist? Two for Spiritualist, both of which are restricted to a single authority type each? More love, please.

I agree. We need some more basic Spiritualist civics. And maybe some basic Xenophile civics.
 

Sportsmaster

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A decent opening selection of concepts, but some civic names and texts could have been more interesting w/o sacrificing clarity. And "corporate dominion" is egalitarian? What?
 
Last edited:

Ikael

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Welp, after reading about the revealed civics, my urge to mod just increased tenfold. And since I cannot access the suggestion forum for now, I will give an advance of what I have in mind here in this thread:

Single ethos civics

Xenophobe - The great wall
+15% border expansion, -15% damage recieved when fighting inside borders
"We will build a huge wall, the biggest wall, and the Blorg will pay for it"

Fanatic xenophobe - Fanatic purifiers (incompatible with egalitarian, pacifist)
Works as described in the Developer's Diary
"Suffer not the xeno, the heretic, the mutant"

Fanatic xenophobe - The commodification of sentience (incompatible with egalitarian)
Purging xenos will generate extra production and energy. +20% purge speed
"If sentience was a mistake, why not turn it into a hefty profit? Did you ever wanted to have a bodypillow made out of a real blorg"

Militaristic - Nationalistic zeal
+3 extra rivalries, winning wars provide unity for our people (proportional to the warscore), defense buildings generates unity
"A sense of national fervour permeates the entirety of your society, ready to challenge and defeat everyone who dares to declare himself enemy of your empire"

Fanatic militaristic - Warrior culture
+8% weapons fire rate, unlocks the "combat arena" unique building
"Centuries of warfare have inextrinsicably linked the social standing inside your society with martial prowess"

Fanatic militaristic - Metabaron sagas
+2 extra skill level cap to generals and admirals (they can reach LV 7 instead of the regular maximum LV 5), they all start with one extra level, +20% army damage
"Great warriors are honoured and revered in your culture, allowing them to reach legendary levels of mastery at warfare trought generations of martial knowledge passed from father to son"

Autoritarian - Police state
-10% unrest, -25% ethic divergence due to distance from capital
"Nothing outside the state means that nothing will be against the state"

Fanatic Autoritarian - Shadow council
-25% to faction supression costs, +25% influence gain from factions
"Entrenched networks of secret societies form a powerful shadow cabal that writes the course of history for your race, pulling the strings that controls your political landscape hidden from the public scrutiny"

Fanatic Autoritarian - District hunger games
Each supreme leader skill level will make unrest decrease in your sectors by -3% each, while adding +3% happiness in your core systems
"A charismatic totalitarian leader controls the popullace trought megalomaniac mass games and competitions which pits your citizens against each other"

Fanatic Autoritarian - Ministry of slavery
-10% unrest and +10% happiness among your slaves
"Since slavery is a vital part of your economy, it is only logical that your state devotes special attention to it. This ministry is in charge of crafting the most proper, rigurous regulation for it, not only ensuring the rights of the owners but also easing tensions and grievances among slaves, so you can supress conflict before it flares up"

Egalitarian - Meritocracy
+5% energy output, -50% leader recruitment costs
"Your society prices excellence and competence over name and rank, creating an enviroment of high social mobility"

Fanatic egalitarian - Beacon of liberty (incompatible with xenophobe)
+20% unity output and +15% ethics attraction
"Shall your empire be the shinning house atop of the hill, an example for the rest of the universe of how individual liberties can be realized"

Fanatic egalitarian - Megacorporations
+10% energy output, -50% to outposts manteinance costs
"The great private initiative and ambition of your civilization's bunissesmen have created huge corporations of unprecedent scale and scope"

Fanatic egalitarian - Arsenal of democracy (incompatible with pacifist)
+15% fire rate in liberation and defensive wars, +15% maximum fleet cap to federations
"You know that liberty isn't free. Your society is mature enought to understand that the blood of your heroes and patriots is a necessary price to pay for your freedom"

Xenophile - Free haven
+50% migration atraction, unlocks "land of opportunity" decree
"Give me your opressed, downtrodden masses"

Fanatic xenophile - Idealistic foundation (incompatible with autoritarian)
+15% happiness in planets with free xenos present on them
"Your civilization truthly believes that it can realize the dreams of everyone who wish to form part of it, cultivating a sense of unflinching optimism and welcoming hospitality"

Fanatic Xenophile - Galactic multiculturalism
+5% planetary unity output per different species living on the planet, +25% influence gain from vassals and protectorates
"Your species is apt at turning its differences into a valuable asset, culturally enriching your greater whole"

Pacifist - Enviromentalism
+5% habitability, +5% to food output, -35% to building energy manteinance costs
"Your society pays special importance to the preservation of your fragille ecosystem thanks to a combination of enviromental laws, sustainable agricultural practices and energy efficient infrastructure"

Fanatic pacifist - Inner perfection

+5 core systems, +10% unity output
"Your civilization believes that a truthly harmonious society should focus into its inner development, not in external petty rivalries, and thus devotes great energy to its governance and arts"

Fanatic pacifist - Eden builders
+15% to food output, -25% costs to terraforming projects, habitats, ringworlds and galactic wonders
"Bringing paradise on Earth is one of the most long-sought dreams for your culture, a belief that permeates every strata of society"

Spiritual - Philosopher king
+2 additional skillcap levels for your leader (he can reach a maximum of level 7 instead of 5) and +50% XP gain to him / her
"Divine powers comes with divine responsabilities. Your leaders understand that God wanted them to be servants of the people, and thus they devoute their time and education to better fullfil that divine mandate"

Fanatic spiritual - Inquisition (incompatible with egalitarian)
+10% to ethic attraction and -50% to unhappiness caused due to faction supression
"An ever present religious police force with extraordinary powers ensures the adhesion of your popullace to the official dogma. Its combination of public dennoucements with religious fervor ensures a great popular support for their extreme measures for dealing with heresy"

Fanatic spiritual - Religiously sanctioned caste system (incompatible with egalitarian)
Activates "caste system" option. +10% happiness to free pops. +20% growth to enslaved pops and -10% to their unrest. +10% strenght to battle thralls
"Your society is rigidly stratified thanks to a religiously codified caste system. Unlike other caste systems that arose due to social differences, here everyone understands and accept its individual role inside the greater God's plan"

Materialist - Research grants
+5% research speed, gain one extra research card to pick and choose
"Your goverment has an extensive system of superior education, which allows your researchers to conduct several high level investigations at once"

Fanatic materialist - Scientific compulsory service (incompatible with militaristic)
+4 scientist recruitment pool, +50% to scientist XP gain
"Scientific service guarantees citizenship and thus, every able-minded member of your species should devote certain years of their lives to field research if they want to become a full flegded member of your society"

Fanatic materialist - Mandatory trans-humanistic improvement
+5% research speed, +35% speed to genemod projects
"Evolution is a messy proccess that your political leaders have chosen to control by making gene mod not only widely avaible, but compulsory for their citizens, which must decide which upgrade they want for their children at birth"

Ethos mixed civics

Xenophobe + autoritarian - Apartheid regime
-50% to happiness malus for mixing up with other races for your main species. -15% unrest among xenos
"Your prejudiced society have found segregation and zoning laws to be handy tools in order to deal with the property value collapse and security problems that xenos habitats brings with them"

Materialistic + xenophile - Multi-species ecology

-10% trade goods consumption, +10% habitability
"Your civilization understand that different cultures have different wants and needs, and that this applies to both ecological and social systems"

Militarist + egalitarian - Citizen service (incompatible with xenophobe)
+35% speed to vassal and protectorate assimilation speed, +15% to army damage, +3 to the pool of generals and admirals
"Military service guarantees citizenship! Are YOU doing your part?"

Pacifist + spiritual - Promised land
+10% happiness in your core worlds, consecrated worlds and Gaia planets. Effects are cumulative (so you can have a whooping +30% happiness on a consecrated gaia planet inside your core systems)
"Your people sincerely believes that they have been particulary blessed by God, and that the promised land that many of their religious texts foretold can be founded among the nearby stars"

Materialist + militarist- Cutting edge weaponry
+10% weapons damage, extra research military card
"Scientists and soldiers work hand by hand in your empire developing weaponry together, understanding that the battlefield is the best laboratory that there is"

Egalitarian + Pacifist - Peaceful democratic consensus
+50% to leader's agenda effects
"Your society's adherence to democratic legitimacy makes for smooth transitions of power. Thus, your people can stomach a political defeat with ease, allowing for political agendas to be implemented with little to no resistance"

Xenophile + spiritual - Guardians of creation
+5% happiness and unity empire wide per protectorate / vassal
"Your culture is imbued with a sense of benevolent paternalism towards less developed races, believing that their divine mission is to provide gidance and protection to them"

Militarist + xenophile - Inter-species brigades
+10% to the weapon strenght of your vassals and protectorates, +5% fleet cap per vassal and protectorate. +5% army damage per different species living within your empire with full rights.
"Strenght comes from diversity, quite literally. Privileges and honours are conferred to those xenos who are willing to sacrifize for the greater good of your empire, which has dedicated brigades within your army for them"

Xenophobe + spiritual - Purification crusades
+10% weapon damage, +10% additional weapon damage against xenophile and materialistic empires. Unlocks "declare crusade" edict
"It is the divine mission of your race to purge the galaxy from heathens, xenos and unbelievers. Most of your society revolves around that unshakable belief, and devotes itself to fullfill that manifest destiny"

Autoritarian + Pacifist - Enforced harmony
+5% ethics attraction, -5% unrest empire-wide. -50% to the costs of "chemical bliss" living standards
"Dissent and unruly behaviour are swiftly supressed by a decidedly non-violent, yet extremely orwellian secret service by employing a combination of obsessive social judgement, drugs, difamation and minor offenses micromanagement"

Autoritarian + militaristic - Military industrial complex
-15% building costs to spaceships and -50% to armies
"A collusion of military, political and commercial interests have gave birth to huge military corporations within your empire, which greatly influenciates your foreign and defense policy"

Xenophobe + militaristic - Lebensraum
+50% to outpost border projection, -25% to cede planet war goal score goal, -50% influence costs to stablishing colonies
"Your society strongly believes that constant territorial expansion is vital for its survival, funneling enormous material and political resources to that end"

Xenophile + Egalitarian - Prime directive
+50% to development speed to those species under your observation, -15% probability of failure to anomaly research
"Prime directive is held in order to ensure that primitive species develope their entire potential trought a natural course of evolution, a cautious approach that yields long term benefits for research and assimilation"

Egalitarian + spiritual - Communal lifestyle
-15% consumer goods and food consumption
"Your entire society lives a simple lifestyle that puts community service, artistic creation and spiritual pursuits above mere material gains, a practice that some might consider even utopian"

Pacifist + materialist - Hyper-VR networks
+75% to happiness provided by living standards
"Your society is constantly searching for scientific means to improve their life standards, leisure and personal well-being, resulting on a colossal virtual reality industry that foisters the arts and entertainment of your citizens"

Autority-tied civics

Democracy - Charismatic leadership
+50% to the influence and happiness provided by your leaders
"Your great democratic tradition have breed countless talented leaders with a penchant for connecting with the masses"

Democracy - Parliamentary system
Different rulers gives different bonuses according to which "party" (faction) they belong
"Your political system veers towards a more structured, less direct form of representative democracy, which poses some considerable advantages due to the professionalization of politics"

Oligarchy - Mining guilds
+10% mineral output, gain +0.5 influence per turn for each different mineral special resource under your control
"The goverment relies on big mining conglomerates in order to ensure the infrastructure and power projection cappabilities of your empire"

Oligarchy - Spicer guilds
+5% energy output, +10% unity output per different special resource (mineral or otherwise) under your control
"Powerful trading cartels controls most trade routes inside your empire and thus, a big part of its political landscape. What begun as spice merchants in your oceans evolved into huge commodity business operating in the deep space"

Dictatorship - Cuttroath politics
X2 to influence faction maluses, X3 to influence faction bonuses
"In the game of space thrones, either you win or you die"

Dictatorsip - Victory parades (incompatible with pacifist)
+50% to unrest reduction via armies, +15% extra happiness after winning a war
"Your army performs great mass celebrations and parades with regularity, ensuring the happiness and loyalty of your population"

Imperial - Aristocratic elite
+4 empire leader capacity, +0.1 influence per sector with appointed governor
"Centuries of hereditary ruling structures have gave birth to a very cappable aristocracy with a penchant for political leadership"

Imperial - Supreme almiral of the royal fleet (incompatible with fanatic pacifist)
Your leader can double as a general and lead his fleet or army, +10% fire rate to emperor-led fleets, +1 extra skill level cap to your leader
"Your society vehemently believes that leadership can only come from example and thus, your emperor is expected to be the leader of your fleet ready to be at the helm of the battle"

Dictatorship + Materialist - Experimental weapon division (incompatible with pacifist)
+15% speed to wreckage research speed. You might build experimental spaceships. Said spaceships have a number of extra slots and HP determined by your leader's skill level.
Experimental spaceship: You can build one per 10 ships, +1 extra slot and +10% HP per ruler level
"Your ruler personally oversees huge R&D projects that aims to develop never seen before weaponry and daring, radically new spaceship desings"

Dictatorship + Militarist - Defense megaprojects
+10% fleet capacity, You might build one megafortress per sector. Megafortress's number of extra slots and HP is determined by your leader's skill level
Megafortress: You can build one per sector. +3 slots and +20% HP per ruler current level
"Your empire devotes a huge part of its expenses to defense projects, many of which are personally supervised by your supreme leader"

Dictatorship + Autoritarian - Ministry of truth
-15% ethos divergence due to goverment actions, Unlocks "ministry of benevolence" building
"Truth in your empire means a goverment-sanctioned and approved narrative expressed in properly supervised and carefully constructed neo-lingua. Huge bureucratic efforts are devouted in order to preserve this convulted sytem"

Democracy + materialist - direct digital democracy (incompatible with autoritarian)
+3 core systems, unlocks the "popular referendum" edict with each passing ellection
Digital referendum: Submit one of your ruler agendas to a referendum. If it losses, you loose influence, but if it wins, it counts as automatically implemented
"Your democracy is always vying for the implementation new technological advances that might make for a safer, more inclusive citizen participation, putting open, free hyper-communication networks at the service of the people"

Democracy + Xenophile - Federation of worlds (incompatible with militaristic)
+25% trust building, -50% to federation influence costs, +0.25 influence per federation member
"Your democracy was designed following a modular structure with the aim of being integrated within federations in the future, once your species makes contact with new alien races"

Democracy + Egalitarian - Outer worlds council
+30% speed for colony, builder and research spaceship production, +10% border projection
"Your empire is well aware that otherworld colonies shouldn't feel underrepresented, hence why it created a specific political body so they can make their demands heard inside your democracy despite the cosmic distances"

Oligarchy + Xenophobe - Slaver guilds (incompatible with egalitarian)
+10% slave mineral and food output
"Slaves are the blood of your economic system, and the slaver guild secures its proper flow into every corner of your empire, greatly increasing the output and efficiency of your forced labour"

Oligarchy + Materialist - Exploration council (incompatible with fanatic xenophobe)
+4 scientist pool, your scientists starts with one extra level, +15% to anomaly research speed
"A small cabal of prestigious, quasi legendary scientists oversees the exploratory efforts of your spacefaring nation, making it a respected, aspirational goverment post"

Oligarchy + Autoritarian - Military junta (incomparible with pacifist)
+15% to spaceship speed production speed, +50% to army production speed
"A powerful coalition of strongmen, high police ranks and army generals oversees the administraton of your empire, with little separation between the goverment and its security aparathus"

Empire + Spiritualist - God Emperor
+15 years to leader lifespan, unlocks mausolleum unique building, +30% duration to edicts
Mausolleum: +0.1 influence for each year of rule, +1% ethics attraction on its entire sector for each year of rule, +15% planet unity output
"Your supreme emperor is revered as a God withing your empire, with the help of an official state-sanctioned cult to its persona and the fervorous support from its pious followers"

Empire + Pacifist - Enlightened monarchy (incompatible with xenophobe)
+30% unity output in your core worlds, unlocks royal garden unique building, +2 leader skillcap
Royal gardens: +1% happiness for each year of rule of your deceased ruler, +0.5 unity for each year of rule, +10% planet habitability
"Your leadership understand that they should care about their people as if they were their very own children, acting as their guiding hands by providing wisdom, care and justice"

Empire + Xenophobe - Cult of the Royal bloodlines
Each emperor's sucessor starts with one extra perk from his father. Unlocks "monument to purity"
"Legitimacy in your empire comes from the unquestioned purity of your bloodlines. Huge genealogical trees and genetic archieves are preserved inside monumental buildings in order to show to the world the purity of you ruler elite"

Hivemind civics

Sexual pheromones: +15% atraction towards your hivemind ethoi, +25% foreign pop migration attraction. Unlocks planetary unique building "Eros flower"
Eros flower: +15% happiness, +50% inmigration attraction, acts like a magnet for foreign pops with open borders
"Almost every animal of your homeplanet feels attracted to the pheromones from your species, making them feel an irresistible, never satiated sexual urge that clouds their judgement. Your hivemind has long employed this tactic in order to lure prey and servants for your race, the fact that we will now meet new intelligent species from other planets won't diminish the effectiveness of this millenia-old strategy"

Queens: Adds the unique "Queen" type of governor. These governors will provide growth and combat bonuses for your fleet and planets, as well as automatically generate armies. Incompatible with one mind
"This hivemind can offer a certain degree of autonomy to wondrously evolved creatures known as Queens, which in turn willl aid the brood by helping our species to multiply and by personally overseeing drones"

Hive-fleets: +200% fighter capacity for your carriers, +20% total fleet cap
"This hivemind is speciallized in the control of small aircrafts and spaceships, which are directly controlled by its nervous system as if they were any other physical appendage"

Oracle: +5% research speed, -10% to chances of anomaly research failure
"A mind so powerful that it is able to see into the far future, pondering almost every potential outcome from every choice it makes"

Omniscient: All the galaxy map is revealed as if you would have built a sensor array, +15% anomaly research speed
"The brain is all knowing, all seeing. Its percetion is pure, untained by individuality, nothing can escape from its sight"

Natural architects: +10% habitability, unlocks the unique planetary building "hive spire" (+20% habitability for the planet)
"This hivemind has a natural instinct for space management and architectonical design, building the most efficient, comfortable enviroments for its drones with the less resources possible"

Genetic assimilation: Organic xeno pops will slowly turn into your species over time, purging pops trought breeding larvae and devouring them will also have this effect. Unlocks "assimilate genetic code" special project. Incompatible with benevolent harmony, devourer
Assimilate genetic code: Requires you to have at least one xeno pop living within your empire. When researched, you will gain a +20% unity bonus for a year,+ 15% fleet and army damage against said assimilated species and a +25% assimilation speed rate for that particular species
"Your species have extremely adaptative genes that will slowly fuse with the ones of their hosts, dismantling them and reassembling them into your own image with almost no ill effect for the host. Almost."

Bio-metal: Slowly regenerates your fleet and army HP, +30% production speed towards buildings
"Your hivemind have imbued the bodies of your species with metallic particles that allows them to combine the extreme durability of metal with the regneration and adaptative capacities of flesh"

Genetic-imprinted assembly work: +5% mineral, energy and food output
"This hivemind have mastered supply and production chains, making it able to extract a huge amount of resources with an enviable economy of time and energy"

Tactical predatory brain: +15% to fleet speed and weapon damage
"Centuries of hunting prey in a hostible enviroment have engraved highly developed predatory instincts into your hivemind, creating complex, deliberate military maneouvers in an instantaneous reflex act"

Territorial instincts: +15% to weapon fire ratio when fighting defensive wars, +15% strenght to defense armies, +15% border projection
"Your hivemind is specially attached to its land and territory, sensinng menaces with months in advance and fiercely defending what consider to be its hunting grounds"

Organic terraforming: You may terraform any planet once with at least 50% of its tiles occuppied by your pops. +25% speed to terraforming
"Thanks to its shared consciousness, your species can make a neural connection with the planet ecosystem, allowing it to adapt its enviroment to extreme lenghts without the aid of external technology "

Impregnation drones: +15% to popullation growth speed, can purge xenos trought "breeding larvae" process (think alien facehuggers). Said process will greatly increase the growth rate and energy output of the planet. -25% trust from other species
"Your hivemind have created a specialized type of drones whose sole purpouse is the rapid reproduction of your species by impregnating another animals and using their flesh to incubate and feed our yet to be born children, a practice that many other races find repugnant but that ensures your numerical superiority"

Benevolent harmony: Organic xeno pops can survive and assimilate into your hivemind. Your species & the assimilated ones can recieve happiness bonuses. However, xeno species will be vulnerable to unrest, factionalism and unhappiness until they have been properly assimilated into your hivemind ethos, making their integration a long-term type of investment. +25% trust building. Incompatible with devourer, psy vampires, genetic assimilation and impregnation drones
"Your hivemind was born due to a peaceful, non-invasive telepathic consensus. Individuals can submit or reject the hivemind willingly, preserving a high degree of autonomy. However, most of your popullation choses to remain connected to hivemind thanks to the peace of mind and sense of community that it provides to its loyal adherents"

Parasitical: Requires "benevolent harmony". +15% attraction towards your hivemind ethoi, -15% xeno unrest. Incompatible with symbiotic and genetic assimilation. Unlocks "infiltrate society" special project
Infiltrate society: Requires you to have at least one xeno pop living within your empire and under your ethoi. When researched, you will gain +1 monthly influence, and +200% trust building speed with this species for a year
"Your hivemind was created by a small neural parasyte that took control of the creatures with the most useful prensatile appendages in your planet millenia ago. This parasite is incredible adaptative, being able to survive and thrieve in another foreign, even extraterrestial brains"

Symbiotic: Requires "benevolent harmony". +30% migration attraction. Xenos get +5% to their science and food output. Incompatible with genetic assmilation & parasitical. Unlocks "enhance genetic material" research project.
Enhance genetic material: Requires you to have at least one xeno pop living within your empire and under your ethoi. When researched, you will gain a +20% unity bonus for a year. Your main species and the assimilated species will gain an extra racial trait point each, and you will be able to genetically modify both species
"Your hivemind is a gestalt consciousness born out of a of a microscopic yet extremely complex symbiotic organism. Other species lended their neural cappabilities to your hive and in exchange your species altered their DNA, turning them stronger, healthier and smarter, while allowing them to rettainin a smidgen of their individuality. This millenia-old successful cooperation will be one of your biggest assets in this new foray into the stars"

Cibernetic consciousness: You can build your own pops as if they were synths (note: This is meant to be used as an alternative way to make your popullation grow, since your species pops do not recieve synth bonuses and still need food to sustain theirselves). You automatically assimilate synths from other species as if they were your own popullation. Unlocks materialist ascension path, robots. Incompatible with Psy vampires.
"Your species was created eons ago in order to aid a misterious, now extinct creator race. However, your now shared consciousness emerged unexpectedly, by linking simple minds into a greater whole. Now this artificial neural network will seek its way into the stars that gave birth to its long forgotten creators"

Psy vampires: Purging xeno pops will provide your empire with extra unity and influence (plus extra energy if the consumed pops have psy capabilities theirselves). Unlocks the psiquic ascension path. Incompatible with machine consciousness, benevolent harmony.
"This hivemind needs other lesser yet conscious minds to consume in order to power itself and reach its true potential as a multi-brained psiconic single entity. After consuming the mind of other lesser beings, their useless bodies will wonder aimlessly, flesh husks devoid of all sentience that will eventually succumb to fatigue and starvation"

Devourer: Eating xeno pops grants you extra food and minerals. +30% damage bonus for your armies due to terror tactics, -50% trust from every other species. Incompatible with benevolent harmony for obvious reasons.
"Your hivemind is presented with an insatiable hunger, a craving for bodies to consume in order to build a better world for your brood by employing the biomass of your consumed prey"

I really, really do hope that civics are greatly expanded, diversified and flavour-fied in the coming months, either by Paradox or by the modding community.
 

Milten

General
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Sep 20, 2011
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Someone on reddit discoverd many civics in stream:

Civic Effects Requirements
Agrarian Idyll Farms now produce 1 Unity Pacifist, not Authoritarian
Inwards Perfection +30% Unity, +5% Happiness for citizen pops Pacifist, Xenophobe
Police State -20 Unrest not Fanatic Egalitarian
Beacon of Liberty +15% Unity Egalitarian, Democratic Authority, not Xenophobe
Technocracy +1 Research Alternatives Materialist
Meritocracy +1 Leader Skill Levels, +1 Leader Pool Size Democratic or Oligarchic Authority
Shadow Council -50% Election Influence Cost Democratic, Oligarchic, or Dictatorial Authority
Cutthroat Politics +1 Influence -
Environmentalist -20% Consumer Goods Cost -
Mining Guilds +10% Minerals Production -
Parliamentary System +50% Faction Influence Gain Democratic Authority
Efficient Bureaucracy +2 Core Sector Systems -
Functional Architecture -15% Building Cost -
Mechanist Start the game with 4 Robot pops plus tech to build more Materialist, no Syncretic Evolution Civic
Syncretic Evolution Start the game with 4 pops of a randomly generated subservient species No Fanatic Purifier or Mechanist Civic
Fanatic Purifiers +33% Fire Rate, +33% Army Damage, allows Armageddon bombardment stance, cannot use diplomacy, gains unity from purging xenos, automatically purges xenos in borders Fanatic Xenophobe, Militarist, no Syncretic Evolution
Imperial Cult -33% edict cost, makes ruler title "God Emperor" Authoritarian, Spiritualist, Imperial Authority
Warrior Culture +20% Army Damage, -20% Army Upkeep Militarist
Aristocratic Elite -50% Governor Recruitment Cost, +4 Empire Leader Capacity Oligarchic or Imperial Authority
Exalted Priesthood +20% Governing Ethics Attraction Spiritualist, Oligarchic Authority
Nationalistic Zeal +10% Border Range, +1 Maximum Rivalries Militarist
Philosopher King +2 Ruler Skill Levels Dictatorial or Imperial Authority
Citizen Service +15% Naval capacity Militarist, Democratic or Oligarchic authority, not Fanatic Xenophobe
Distinguished Admiralty +8% Fire Rate Militarist
Free Haven +50% Migration Attraction Xenophile
Slaver Guilds +10% Slave Food Output, +10% Slave Mineral Output Authoritarian
Idealistic Foundation +5% Happiness for citizen pops Egalitarian
Corporate Dominion +10% Energy Credits Egalitarian, Oligarchic Authority
Subspace Ephapse +15% Naval Capacity Hive Mind
Natural Neural Network +5% Research Speed Hive Mind
Ascetic -20% Consumer Goods Cost Hive Mind
One Mind +15% Unity Hive Mind
Divided Attention +2 Core Sector Systems Hive Mind
Strength of Legions +20% Army Damage Hive Mind
Subsumed Will +1 Monthly Influence Hive Mind
Pooled Knowledge Leader Skill Levels +1, Leader Pool Size+1 Hive Mind

https://www.reddit.com/r/Stellaris/comments/62g21n/egx_stream_info_civics/
Ah, great, at last I can finalize my 1.5 government.
 

Neocv

First Lieutenant
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My first empire would be a Ditatorial Fanatical Spiritualis/Authoritarian, but I can change to Imperial to get Imperial Cult, I mean, how cool would be if my God Emperor also had the Chosen One trait.
 

kolpo

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I like the new civics, I plan to make a sci fi society that returned to medieval feudal values in my first game. I see several civics that would fit, especially if you regard serfs as a type of slaves. I would begin with Aristocratic Elite and Slaver Guilds and later add Imperial Cult. Slaver guilds would represent knights with many serfs on their feudal realms. The ethics will be authoritarian, spiritualistic and militaristic. I would only rarely interfere in the sectors because those would be in the hands of powerful autonomous nobles. All planets should also have armies to represent the knights and their retinue. Caste system slavery would fit best, the energy producing pops would be the equivalent of medieval Flemish merchants and patricians.
 

Magnificate

Second Lieutenant
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And since I cannot access the suggestion forum for now, I will give an advance of what I have in mind here in this thread:
Hmmm... Some of these are decent ideas, but most feel too specific. That being said, I feel that Slavers Guild or Distinguished Admiralty are too specific as well and could use some reflavouring.

These civics I think can be considered for addittion to the base game after some testing:
Militaristic - Nationalistic zeal
+3 extra rivalries, winning wars provide unity for our people (proportional to the warscore), defense buildings generates unity
"A sense of national fervour permeates the entirety of your society, ready to challenge and defeat everyone who dares to declare himself enemy of your empire"

Fanatic egalitarian - Arsenal of democracy
(incompatible with pacifist)
+15% fire rate in liberation and defensive wars, +15% maximum fleet cap to federations
"You know that liberty isn't free. Your society is mature enought to understand that the blood of your heroes and patriots is a necessary price to pay for your freedom"

Fanatic materialist - Mandatory trans-humanistic improvement
+5% research speed, +35% speed to genemod projects
"Evolution is a messy proccess that your political leaders have chosen to control by making gene mod not only widely avaible, but compulsory for their citizens, which must decide which upgrade they want for their children at birth"

Xenophile + Egalitarian - Prime directive
+50% to development speed to those species under your observation, -15% probability of failure to anomaly research
"Prime directive is held in order to ensure that primitive species develope their entire potential trought a natural course of evolution, a cautious approach that yields long term benefits for research and assimilation"

Egalitarian + spiritual - Communal lifestyle
-15% consumer goods and food consumption
"Your entire society lives a simple lifestyle that puts community service, artistic creation and spiritual pursuits above mere material gains, a practice that some might consider even utopian"

Imperial - Aristocratic elite
+4 empire leader capacity, +0.1 influence per sector with appointed governor
"Centuries of hereditary ruling structures have gave birth to a very cappable aristocracy with a penchant for political leadership"

Hive-fleets:
+200% fighter capacity for your carriers, +20% total fleet cap
"This hivemind is speciallized in the control of small aircrafts and spaceships, which are directly controlled by its nervous system as if they were any other physical appendage"
 

GC13

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Well hopefully we'll get more civics in the future, especially for Spiritualists.
There are 25 regular Civics.
  • Six are available to everyone or nearly everyone (one excludes fanatic egalitarians)
  • Pacifists have one they can usually pick (provided they are not authoritarian), and a second that requires they pick xenophobe
  • Authoritarian gets two (though one also requires Spiritualist) and locks you off from another
  • Xenophile gets one
  • Materialist gets one
  • Spiritualist gets two, but both are restricted to a single Authority type (Oligarchy for one, Imperial for another)
  • Militarist is required for four
  • Egalitarian is required for three
  • Xenophobe is required for one (which also requires Pacifist), disqualifies you for another, and its fanatic form disqualifies you from a second
  • Democratic is the only way to get two, and is sufficient for three more
  • Oligarchy is the only way to get two (though one requires Spiritualist), and is sufficient for four more
  • Dictatorship is sufficient to get two
  • Imperial is required to get one (though it requires Spiritualist and Authoritarian), and is sufficient for two more
All in all, I don't think Civics cover nearly enough things be very satisfying. Their pool of bonuses and unlocks really needs to be expanded, and the total number of them could stand to be quadrupled over time (the last thing we need is lame ones being introduced because Civics were added before good ideas for them could be had).