Edicts, to put it simply, are how you macro-control your Empire. Instead of getting down in the mud and the blood, so to speak, you can sit in your chair (or stand, it's up to you!) and designate Edicts to be passed that will shape your Empire. Let's take a closer look at what makes up an Edict.


Edicts are always composed of an action, an ADM cost, a type, a money cost, a material cost, a scale, and optionally Influence. You open up the edict creator when you click on an Edict. Note that Edicts take 5 ADM to propose:

  • Action - This is what the Edict does. For example, Change Planet Name, Build/Upgrade Starbase, and Terraform Planet are examples of actions.
  • ADM Cost - This is how much ADM the Edict costs to enact. Note that this is a base cost. Terrestrial-type Edicts scale to the size of the planet; for example, Class 0 planets cost much less to survey that a Class IV one does.
  • Type - There are 2 types of Edicts: terrestrial, and stellar. Terrestrial Edicts do not need a starbase in mission range to enact - they take place on the ground, and do not require starship support. Stellar Edicts do require that a starbase or exploration station be in range of the planet to enact, since they require larger quantities of manpower and transport.
  • Money Cost - How much, base, than an Edict costs to enact. Note that this is PER MONTH, so very expensive Edicts will quickly sap your planets. This cost is divided up by the percentage of ADM that is allocated to the Edict. It is best to let wealthy planets take the bulk of supporting expensive Edicts.
  • Material Cost - As above, except once materials are spent, they are spent. Note that if you cancel an Edict for any reason, you can not get back your materials spent - they are 'gone'.
  • Scale - What does an Edict cover? A planet? A system? A sector? Generally, the larger the scale of an Edict, the more expensive it is in money, ADM, and materials.
  • Influence - This is where you as the Emperor can give an Edict a little extra 'push'. If it is very important to you, you can add Nationalist, Pragmatic, or Tyrannical Influence. Note that while Tyrannical Influence may make your Edict progress much faster, it has many side effects that may not be desirable.


Once an Edict is proposed, it goes to committee. This can take a length of time depending on how much the people involved like (or don't like) you. For example, if you are trying to build a space station on a backwater world (not the greatest idea, but hey, it's your Empire) if you have a Sector Capital that is fronting the brunt of the ADM and money, that Sector Governor is going to have a huge influence on whether that Edict breezes through committee or whether it is stuck for years. If they don't like you, it may take a while. You may have to discover other means to convince that governor (bribes, intel, blackmail, etc). If you feel that would be too much trouble, then perhaps that entity should not be involved!

After an Edict goes through committee, it is enacted. The success of the Edict depends on large part on the character who were involved, and high Will and Intelligence skills help here.

An Edict can be cancelled at any time (at a cost of 3 ADM) by clicking on the Current Edicts box on either the planet or the system screen. Note that you will not get back any materials that were used to start the Edict!

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