Edicts

Version

This article has been verified for the current PC version (3.10) of the game.

 File:UI empire edicts.png
**Edicts** are empire modifiers that an empire may choose to apply for a cost. Most edicts are unavailable at the beginning of the game and must be unlocked through research or events.

## Edict cost

Edicts cost various resources depending on empire size to activate and as upkeep. Each point of empire size increases the cost of all edicts by 1%. The cost of edicts can be reduced by the following:

### Edict fund

The Edict Fund is a small amount of free space for edicts that cost unity. Any upkeep cost beyond the fund cap will be paid for from the empire's unity storage. Edict Fund can be increased by the following:

## Unity edicts

Unity edicts have a  unity upkeep and make use of Edict Fund.

### Ambitions

Ambition Edicts become available with the  Ascension Theory technology and are the most powerful available edicts. They have a base monthly upkeep of 75  unity and also cost the same base amount to activate.

### Anomaly edicts

Anomaly edicts can only be made available by the completion of certain anomaly event chains with specific choices.

### Network edicts

Network edicts are only available once the  Hyper Relays technology has been researched and give various bonuses in the systems with a Hyper Relay at the cost of adding strategic resources to the upkeep of every Hyper Relay. All network edicts have a base upkeep of  15 unity.

* **+50%** Automatic resettlement chance
* Unity of Purpose if  Gestalt Consciousness

## Strategic resources edicts

Strategic resources edicts cost an amount of advanced or strategic resources. They are not visible unless the empire has sufficient resources. Upkeep is scaled based on empire size.

### Dark matter edicts

Dark matter edicts require  Dark Matter and are only available to empires that have the  Dark Consortium or  Shadow Corporation civic.

* **+1** Codebreaking
* **+10** Maximum Infiltration Level
* **+1** Detection strength

## Campaigns

Campaign edicts cost basic resources and are unlocked by the  Planetary Unification technology.

### Sacrifices

Sacrifice edicts are available only to empires with the  Death Cult or  Corporate Death Cult civic who have at least one pop with the  Mortal Initiate job or a subject with a pop with the  Overlord Mortal Initiate job. All sacrifices will kill all pops holding the jobs, with the edict granting benefits scaling with what percentage of the population that had  Mortal Initiate jobs (max **15%**). In addition to its specific effects, each sacrifice grants  **+5%** pop growth speed and  **+3** Unity from  Death Priests. Only one Sacrifice Edict can be active at any time. Unlike other edicts, sacrifices do not have an upkeep cost but only an upfront cost, and their bonus lasts for 5 years. The small empire multiplier is **0.64** with less than 50  pops, **0.8** with less than 100  pops, and **1** otherwise. The random multiplier is the following:

* 16.6% chance for **15**
* 66.6% chance for **20**
* 16.6% chance for **25**

The final multiplier is small empire multiplier times the random multiplier times the ratio of  Mortal Initiates to  pops and then round to closest 0.1. The maximum possible multiplier is **3.75** with small empire multiplier at **1**, random multiplier at **25**, and ratio of  Mortal Initiates at **15%** or more and final multiplier is 3.8 after round to closest 0.1.

Sacrifice: Bounty will also add **+1** Monthly  Organic Pop Assembly to  Reassigner jobs if the empire has the  Permanent Employment civic.

* Minerals **+(5 + 30\*Multiplier)%**