In , a civilization can form a Government every 26 turns to receive bonuses, ships and access to certain gameplay features. Access to some governments requires a specific technology, ideology or ability. The type of government determines the colony limit, a soft cap beyond which penalties occur. Governments gate access to the MoraleGalactic Market and Missions. Some governments hold elections every few weeks, which are tests against the global over time. Losing an election results in a Coalition Government. As an outcome of certain Approvalcrisis events, a government can appoint a crisis manager.
Governments
Government | Bonuses | Award | Colony limit | Elections | Galactic Market | Missions | Requirement |
---|---|---|---|---|---|---|---|
Colonial | +10% , Growth+10% Social Construction | +1 Benevolent | 5 | Yes | No | Yes | |
Imperial | +1 , Moves+20% , Ship Construction-1 Diplomacy Bonus | +1 Malevolent | 6 | No | No | No | |
Theocracy | +10% Morale | Defender of the Faith | 5 | No | No | No | Bureaucrats |
Unity | +10% Influence Growth | +1 Pragmatic, Prefect | 7 | Yes | No | No | Ancient |
Interstellar Republic | +10% , Research+10% Gross Income | +1 Benevolent, Prime Minister's Starship | 12 | Yes | Yes | Yes | Diplomacy |
Media Assimilation | +10 Influence Growth | +1 Pragmatic | 12 | Yes | Yes | Yes | Environmental Engineering |
Utopian* | +50% , Growth+3 , Morale-10% Research | +1 Benevolent | 12 | Yes | Yes | Yes | Xeno Industrialization, Benevolent |
Information Oligarchy | +20% , Trade Route Value+10% , Influence Growth+10% Morale | +1 Pragmatic, The Invisible Hand | 12 | Yes | Yes | Yes | Xeno Economics |
Emergency Coalition* | +100% , Gross Income-75% , Research-10% Morale | Patriot | 12 | No | No | Yes | Defense Systems |
Stellar Monarchy | +20% Ship Construction | +1 Malevolent, Prince, Princess | 18 | No | Yes | Yes | Interstellar Governance |
Technocracy | +30% Research | +3 Pragmatic, Science Czar | 24 | Yes | Yes | Yes | Technocracy |
Infinite Jihad | +100% , Ship Construction-50% , Research+10% Morale | Inquisitor | 24 | No | No | No | Cultural Outreach |
Galactic Empire | +30% , Ship Range+2 , Moves+20% , Ship Construction+0.2 Soldiering | +3 Malevolent, Enforcer | 24 | No | Yes | No | Galactic Governance |
Interstellar Plutocracy | +0.2 , Resistance-1 , Diplomacy Bonus0.01 Tourism Income | +3 Malevolent, Administrator Jelon | 24 | Yes | Yes | Yes | Interstellar Banking, Pragmatic |
Objectivism | +50% Pragmatic, +4 , Pragmatic Diplomacy Bonus+30% , All Construction+20% , Gross Income+20% Research | +5 Pragmatic | 48 | Yes | Yes | Yes | Galactic Trade, Pragmatic |
Star Federation* | +1 , Morale+1 , Diplomacy Bonus+30% Influence Growth | +5 Benevolent, Galactic President | 48 | Yes | Yes | Yes | Star Federation |
Galactic Communion | +30% , Ship Range+30% , Food+10 , Influence Growth+1 Morale | +5 Benevolent, Commissar | 48 | Yes | Yes | Yes | Stellar Emigration, Benevolent |
Galactic Kingdom | +1 , Morale+0.5 , Soldiering+2 , Moves+20% , Ship Construction+20% All Construction | +5 Pragmatic, Viceroy | 48 | No | Yes | Yes | Cultural Domination, Malevolent |
Owner Aristocracy | +30% , All Construction+0.2 , Soldiering-10% , Morale-4 , Benevolent Diplomacy Bonus+20% Sensor Power | +3 Malevolent | None | No | Yes | Yes | Galactic Governance, Malevolent |
Singularity | +25% , All Construction+8 , Logistics-2 Diplomacy Bonus | +5 Pragmatic, The Flail | None | No | Yes | Yes | Quantum Understanding |
Coalition Government* | -10% , Gross Income-10% All Construction | None | No | No | No |
- The Utopian government can neither declare war nor rush construction projects.
- The Emergency Coalition can only construct military ships.
- The Star Federation government cannot rush construction projects.
- The Coalition Government cannot declare war.