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Hired Guns

Civic
Can be changed laterNomads

Hired Guns is a civic in Stellaris 4.5.2. Requirements: Is some degree of Militarist. Not with Gestalt Consciousness, authority Corporate and civic Asset Protection Specialists. DLC: Nomads.

Kind
Civic
Group
Regular empires
Players can pick it
yes
Clashes with
1
ID
civic_hired_guns
Hired Guns

What Hired Guns does

The game's own effect text (the civic's description key), then its modifier lines as the game prints them.

- Trade reward from Military Contracts: +50%

- Ship Fire Rate while under Military Contract: +15%

- Ship Upkeep while under Military Contract: -15%

- Ships in orbit of Hostile colonies have -10% Upkeep.

Requirements

Read from the potential and possible blocks (the game's list rules: ethics, authority, civics, origin, species); the wording is ours, the quoted rule texts are the game's.

Cannot be taken with Hired Guns

Civics that forbid this one or that this one forbids.

In the game

This empire has established itself as a military partner for hire. They drive a hard bargain, but are at their best when using lethal force to solve their client's problems.

Try it in the empire builder →

Hired Guns: questions

What are the requirements for Hired Guns in Stellaris?

Is some degree of Militarist. Not with Gestalt Consciousness, authority Corporate and civic Asset Protection Specialists. DLC: Nomads.

What can't Hired Guns be combined with?

Asset Protection Specialists — each forbids the other in the files' rules.

What does the Hired Guns civic do?

Its effects are listed in its description on this page.

Can Hired Guns be changed after the game starts?

Yes — it can be added or removed later when a civic slot opens or the government is reformed, if its requirements still hold.

What is the ID of Hired Guns?

civic_hired_guns (Stellaris 4.5.2).

Source: common/governments/civics/00_civics.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776).

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