Civic

**Civics** represent societal matters on which the player can position the Empire by making a choice between propositions, and thus forging the Empire's character and ideology. The game context and the Empire actions will sometimes line up and unlock the conditions for a new **civic**. Each **civic** has two options to choose from. Both choices correspond to a possible answer to the question raised by the **civic**. Either choice will modify the Empire ideologies and have gameplay effects or unlock content. Empires can only enact one of the choices by spending Influence.

## Enacting Civics

**Civics** may be enacted for an Influence cost. This cost will increase as more **civics** are enacted and as later Eras are reached. In addition, enacted **civics** may be revoked for an additional Influence cost.

**Civic enactment cost**

Influence cost =

20
E
r
a
∗

C

3.1

{\displaystyle 20+Era\*C^{3.1}}

C = Number of Civics currently enacted

**Civic revocation cost**

Influence cost =

90
∗
E
r

a

2

−
55

{\displaystyle 90\*Era^{2}-55}

Civic enactment Influence cost with 0% discount on normal speed:

Show/Hide table

Civic revocation Influence cost with 0% discount on normal speed:

Show/Hide table

Both these costs are further modified by a number of technologies and tenets.

* Technology: Writing (-20%)
* Technology: Encyclopedia (-20%)
* Civic: Press Freedom (-20%)
* Tenet: Undertake Pilgrimage (-25%)
* Legacy Trait: Ming - Grand Secretariat (-25%)

These reductions are additive, but the max reduction is capped at **99%**.

## Civic Backlash

*See also:* Civics Osmosis

A **Civic Osmosis** can happen if a City fall into the influence of another Empire, and the foreign Empire picked a different choice on a given **Civic**. The Empire can either adopt the suggested civic for free, or refuse.

* Refusing will lead to a loss of Stability by applying Defiant status (-50 for 10turns) on the City.
* Certain Civics also have a diplomatic effect; such Civic are marked by a **small globe symbol** (🌐) on the Civic icon. Refusing to enact a globed Civic choice will create a special Grievance for the foreign Empire, and they can demand the refusing Empire to change it.

## Civic List

Civics are arranged in a total of 7 different categories. These are (from left to right on the in-game Civic table):

**7 Economy Civics**, Civics related to public spending and investment.

**5 Army Civics**, Civics related to military and martial matters.

**6 Justice Civics**, Civics related to the treatment of criminals and other civil issues.

**7 Government Civics**, Civics related to the organization of your ministry and politics.

**4 Society Civics**, Civics related to day-to-day life in your Empire.

**5 Culture Civics**, Civics related to cultural issues and art.

**6 Religion Civics**, Civics related to beliefs and what is acceptable or not.

Among the Civics, there is a special type of Civics that are **marked by a small globe symbol** (🌐) before unlocked. There are Civics that **have a diplomatic effect**; refusing such Civics in an Osmosis event will create a special Grievance for the influencing foreign Empire, deteriorate the relationship between the two Empires.

* There are a total of **1 1** globed Civics.
* Every Empire's Civic choice **will be displayed on the top of the selection window** of these globed Civics, to inform other Empires about every Empire's position on these Civics.
* These globed Civics are marked by underline texts in the below tables.

### Society Civics

*Those who break our laws will become vassals for the empire.*
* +1Industry and +1Food on Commons Quarter
 **War Slaves (+3Homeland)**
*The sons and daughters of the empire's enemies will become our slaves.*
 **Citizenship** | Should citizenship be universal or for selected groups?
*Everyone is entitled to become a full citizen of the empire.*
* +25Stability on all Cities
* **Democratic Republic** in either **Republic Evolution** or **Aristocracy Evolution** civic (Early Modern Era at the earliest)
 **Select Citizenship (+5Authority)**
*Citizenship is conditional, not to be given to any wanderer within our borders.*
 **Colonization** | What model should we employ four our cities on foreign shores?
*Far-flung cities should understand they work for the homeland.*
* Applies status Subservient on **captured** Cities
 **Naturalized Colonies (+5World)**
*New cities and their citizens, wherever they may be, are the equals of the old ones.*
 **Children's Rights** | What are the empire's children entitled to?
*The empire's continued progress is predicated on educating each generation anew.*
* +1Researchers Slot in City or Outpost per Research Quarter
 **Child Employment (+6Tradition)**
*Economic growth is the empire's first responsibility -- for all citizens, regardless of age.*
* +1Workers Slot in City or Outpost per Makers Quarter