Ethics
Version
This article is for the PC version of Stellaris only.
Ethics represent an empire or pop's core ideological beliefs and determine an empire or pop's favored courses of action and responses to situations. Empires and individual populations don't always align ethically, and this can cause internal strife in large nations. AI empires follow the same ethics rules and their behavior is heavily dependent on the ethics they follow. Naturally, a Militarist Xenophobe alien empire will react very differently to the player than a Pacifist Xenophile. Empires with similar ethics are more likely to have good relations with one another and ally each other, while ones with opposing ethics are more likely to engage in hostilities. AI empires will, however, compromise on their ethics if circumstances are dire enough, for instance, if threatened with imminent conquest or during an ongoing Crisis or War in Heaven.
Every empire except Fallen Empires must have either three moderate ethics or one fanatic and one moderate ethic, or be Gestalt Consciousness. Fallen Empires have only one fanatic ethic. Pops have only one moderate ethic each.
Empire ethics[edit | edit source]
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Each empire has 3 ethic points which must all be spent. Moderate ethics cost 1 point and
Fanatic ethics cost 2 points. Thus an empire must have either one fanatic and one moderate or three moderate ethics.
Gestalt Consciousness is the ethic for hive mind and machine empires without individual agency. It costs 3 ethic points and requires a DLC that unlocks either
Hive Mind (
Utopia or
BioGenesis) or
Machine Intelligence authority (
Synthetic Dawn or
The Machine Age).
An empire's ethics often determine which options are available for events, policies, and many other actions. As a result, ethics choices have a greater impact on game experience than simply the bonuses and maluses listed on this page.
Not counting Gestalt Consciousness, there are 16 ethics arranged on 4 axes. Only one ethic from each axis can be selected.
- The Authoritarian — Egalitarian axis looks at whether the empire's political power belongs in the hands of the few or the many.
- The Spiritualist — Materialist axis looks at whether the key to uncover the truths of the universe is mysticism or science.
- The Militarist — Pacifist axis looks at whether the empire's military should be used offensively or strictly defensively.
- The Xenophile — Xenophobe axis looks at whether alien species and cultures should be embraced or distrusted.
Fanatic Spiritualist Our science has proved that Consciousness begets reality. We regard with patience the childlike efforts of those who delude themselves it is the other way around, as they play with their blocks of 'hard matter'. Expand
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Fanatic Militarist The ability to project force is of paramount importance. The only way to preserve our way of life is to make sure everyone shares it; willingly or not... Expand
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Fanatic Xenophobe Any alien influence must be ruthlessly quashed. Only by staying pure, and true to ourselves and the planet that gave us life can we guard against insidious Xeno plots. Even mastery over the Alien might not be enough to guarantee our own safety... Expand
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Spiritualist There are those think it behooves us to remember how tiny we are, how pointless our lives in this vast uncaring universe... What nonsense! The only truth we can ever know is that of our own existence. The universe - in all its apparent glory - is but a dream we all happen to share. Expand
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Militarist The only true virtues are courage and discipline, and channeled properly they can overcome any obstacle. Therein lies true strength; force withheld, a promise made. Expand
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Xenophobe The stakes could not be higher as we reach into the vast uncharted expanses of the galaxy, for we are gambling with the very survival of our species! Never trust the alien; its false smile hides an unknowable mind... Expand
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Fanatic Authoritarian A single voice, a single throne, a single state. It is the solemn duty of the masses to obey those enlightened few who have been charged with the great responsibility of leadership. Expand
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Authoritarian A strong, guiding hand is essential to the success of any civilization - the alternative would be anarchy and chaos. It is the duty of the state to steer its citizens towards the paths that are the most productive. Expand
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Egalitarian Any society that does not embrace equality between its members - where an individual can rise to any position with enough hard work - is not only deeply unfair, but ultimately counterproductive. Expand
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Fanatic Egalitarian Beware always those who would be despots, under the false presumption that their desires and agendas are somehow more imperative than those of their fellows. A society that does not see to the needs and rights of all of its members is not a society - it is a crime. Expand
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Xenophile There exists, in all of us, a deep-seated fascination for the unknown. An adventurous spirit that rejects the familiar and glories in the unfamiliar, whatever - or whomever - it may be. Expand
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Pacifist Conflict as a means to an end is a ridiculous concept. It is by nature destructive, destroying what was to be obtained or giving room to grow that which was to be destroyed. Expand
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Materialist As we reach for the stars, we must put away childish things; gods, spirits and other phantasms of the brain. Reality is cruel and unforgiving, yet we must steel ourselves and secure the survival of our race through the unflinching pursuit of science and technology. Expand
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Fanatic Xenophile If there ever was such a thing as an absolute moral imperative, it would be to explore the cosmos and embrace all within it. We were never meant to journey alone. Expand
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Fanatic Pacifist As civilized beings, the end of all armed conflict should be our primary concern. War is an evolutionary dead end, as futile as it is wasteful. Expand
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Fanatic Materialist Although it hurts, we must grow up and put aside our outdated notions of morality. There is no 'divine spark' granting special value to a living mind. No object has any intrinsic value apart from what we choose to grant it. Let us embrace the freedom of certitude, and achieve maximum efficiency in all things! Expand
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Ethics bonus outputs[edit | edit source]
Each ethic brings with it unique bonuses that are applied to either pops, planets, or empires when an empire monument is built, with Fanatic ethics granting twice as much of their corresponding base bonus.
Pop ethics[edit | edit source]
Each pop in an empire will embrace a single, moderate ethic, which determines the Faction a pop will eventually join. At the start of the game the population's ethics will match the empire ethics but as an empire grows its population will become more diverse in its views and wants. Each ethic has an attraction value for each pop in an empire depending on both the empire's situation and their own situation. Hovering over a pop's ethic will display the attraction towards all ethics.
Over time, the ethics of the empire's population will drift in such a way that it roughly matches the overall attraction value for each ethic. For example, if the spiritualist attraction remains stable at 25-20% for a century then over the course of that century (assuming no other factors are at play) around 25-20% of all pops will gradually become spiritualist. There is some random factor to it so the ethics attraction value and representation percentage is likely never going to match up perfectly, but the system will always trend towards the mean, so the more over-represented an ethic is compared to its attraction, the more likely pops are to drift away from it and vice versa. Raising an ethic's attraction value will thus logically cause pops to be drawn to it over time.
The following attraction factors are valid for all ethics at all times:
| Multiplier | Factor |
|---|---|
| ×0 | |
| ×0 | Non-regular empire (gestalt, fallen empire etc.) that doesn't have the ethic, except pre-FTLs subject to Offer Societal Guidance |
| ×20 | Pre-FTL empire while an empire of that |
| ×10 | Pre-FTL empire while an empire of that |
| ×3 | Empire has the ethic in |
| ×2 | Empire has the ethic in |
| ×2 | Empire does not have the ethic and a |
| ×2 | Subject loyal to an overlord that has the ethic in |
| ×1.5 | Subject loyal to an overlord that has the ethic in |
| ×1.5 | |
| ×1.5 | Planetary governor has the ethic |
| ×1.25 | Sector governor has the ethic (and planet has no governor) |
| ×0.8 | Sector governor has the opposite ethic (and planet has no governor) |
| ×0.75 | Planetary governor has the opposite ethic |
| +10% | Per councillor with the ethic |
Note that pops, including enslaved pops, in a Gestalt Consciousness empire will thus not experience ethics drift, but conquered
Machine pops in a regular empire will, if they are sapient. Nor will Hive-Minded pops in a non-Hive Mind empire drift to other ethics unless they are assimilated (and thus lose the Hive-Minded trait).
Each ethic has its own multitude of factors that will increase or lower its attraction. The percentage factors listed below are additive with each other, but multiplicative with other factors. A robotic species is any with a robot archetype (i.e. portrait).
| ExpandAuthoritarian — Egalitarian | ||
|---|---|---|
| Requirement | ||
| ExpandMilitarist — Pacifist | ||
|---|---|---|
| Requirement | ||
| ExpandSpiritualist — Materialist | ||
|---|---|---|
| Requirement | ||
| ExpandXenophobe — Xenophile | ||
|---|---|---|
| Requirement | ||
Governing ethics attraction[edit | edit source]
Governing ethics attraction is a modifier that attracts pops towards the primary ethics of an empire rather than unrelated ethics. As the factions corresponding to the governing ethics tend to have more faction approval, having pops match those ethics to join those factions is desirable, as low faction approval results in a happiness penalty for pops of that faction's ethic. The main factor that determines governing ethics attraction is the
happiness of pops – each percentage point of happiness above or below 50 adds the same amount of governing ethics attraction. In addition, an empire's governing ethics attraction can be affected by the following:
Changing ethics[edit | edit source]
Empire ethics can be changed once every 10 years by embracing a faction. Embracing a faction causes an ethic shift towards the faction's ethic – adding it or elevating it into fanatic. Whenever an empire shifts its ethics, all other empires in communication receive a notification. Other ethics are demoted or removed to maintain the total ethic points at 3. When AI empires change their ethics, they may also change their empire name to reflect this.
An effective tactic to ensure a particular ethic has the lowest attraction, and thus will be removed, is to suppress it and promote other factions while the game is paused, shift ethics and then undo the suppression and promotions before unpausing.
Notes[edit | edit source]
- Managing pop ethics is actually quite important for ensuring stability within large and diverse empires, particularly when it comes to recently conquered or integrated planets.
Pops will follow a certain ethic, which determines what
faction they will join, which in turn affects their
happiness, which then influences their approval rating which is finally used to determine the planet's
stability.
- Low stability can cause all manner of problems, from penalties to resource production and job output to
crime,
Unrest and
outright rebellion, and to prevent this and stabilize the planet, one must deal with the underlying problems that cause it, which (as detailed above) most often originates from pop ethics.
- Pops with a high value of individual
political power are especially important, since their individual ethics and happiness are the most influential in the above metric. This also means that altering a pop's political power in different ways will also alter how much of an impact they have on planetary stability.
- Low stability can cause all manner of problems, from penalties to resource production and job output to
References[edit | edit source]
- ↑ Either:
- ↑ This is given when a sapient, non-robotic, non-hive-minded pop of the empire's founding species is purged by most methods, unless they don't have enough intel to know about it.
- ↑ This is given when a sapient, non-robotic, non-hive-minded pop that is not of the empire's founding species is purged by most methods, unless they don't care or don't have enough intel to know about it.
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