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, which are tests against the global (>= 40%). Losing an election results in a ApprovalCoalition Government. After completing its first crisis event, 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 | +20% Influence Growth | +1 Pragmatic, Prefect | 7 | Yes | No | No | Ancient |
Interstellar Republic | +20% , 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 |
Stellar Monarchy | +20% Ship Construction | +1 Malevolent, Prince, Princess | 18 | No | Yes | Yes | Interstellar Governance |
Information Oligarchy | +20% , Trade Route Value+10% , Influence Growth+10% Morale | +1 Pragmatic, The Invisible Hand | 12 | Yes | Yes | Yes | Xeno Economics |