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Merchant Guilds

Civic
Can be changed laterMegacorp

Merchant Guilds is a civic in Stellaris 4.5.2. Not with Gestalt Consciousness and authority Corporate. It gives +60 Add Attunement with the Instrument of Desire. DLC: Megacorp.

Kind
Civic
Group
Regular empires
Players can pick it
yes
Clashes with
0
ID
civic_merchant_guilds
Merchant Guilds

What Merchant Guilds does

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

-  Politician Jobs are converted to  Merchant Jobs

- The  Galactic Stock Exchange grants additional  Merchants Jobs.

  • +60Add Attunement with the Instrument of Desire

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.

In the game

A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government.

Try it in the empire builder →

Merchant Guilds: questions

What are the requirements for Merchant Guilds in Stellaris?

No ethic, authority or civic requirement. Not with Gestalt Consciousness and authority Corporate. DLC: Megacorp.

What does the Merchant Guilds civic do?

It gives +60 Add Attunement with the Instrument of Desire, plus the effects its description lists.

Can Merchant Guilds 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 Merchant Guilds?

civic_merchant_guilds (Stellaris 4.5.2).

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

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