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Imperial Cult

Civic
Can be changed later

Imperial Cult is a civic in Stellaris 4.5.2. Requirements: authority Imperial; Is some degree of Authoritarian; Is some degree of Spiritualist. Not with Gestalt Consciousness and authority Corporate. It gives +100 Edict Fund.

Kind
Civic
Group
Regular empires
Players can pick it
yes
Clashes with
1
ID
civic_imperial_cult
Imperial Cult

What Imperial Cult does

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

- Ruler's Home Planet has additional … … Jobs

  • +100Edict Fund

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 Imperial Cult

Civics that forbid this one or that this one forbids.

In the game

This society has a dominant state religion where the ruler is worshiped as a living deity.

Try it in the empire builder →

Imperial Cult: questions

What are the requirements for Imperial Cult in Stellaris?

authority Imperial; Is some degree of Authoritarian; Is some degree of Spiritualist. Not with Gestalt Consciousness and authority Corporate.

What can't Imperial Cult be combined with?

Chosen — each forbids the other in the files' rules.

What does the Imperial Cult civic do?

It gives +100 Edict Fund, plus the effects its description lists.

Can Imperial Cult 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 Imperial Cult?

civic_imperial_cult (Stellaris 4.5.2).

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

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