Executive Orders

 

Executive Orders are a series of abilities that the player can activate to create various effects on the game map. To activate one, the player is usually required to spend some Control points and Credits, and then must wait for a number of turns before it can be activated again.

Executive Orders are gained through Civilization Abilities, researching Techs and from unlocking Ideological Traits, and represent a wide variety of powers and abilities that can be activated at any time during the player’s own turn. Some Core Civilizations will have their own unique Executive Orders.

To use an Executive Order, hit the Executive Orders button on the bottom menu. This will open up a list of the currently available Executive Orders, with a description of what they do and how to use it. Select one, and then if necessary select the hex the ability is to target. Some Executive Orders may also require a selection from a number of possible options.

Executive Order Description Effects Cost Cooldown Requirements
 
Galactic Festival
Holding a grand festival on all of our worlds will improve our Tourism for 12 months. +0.25 Tourism
  • -10 Control
Technology Required:
  • Xeno Entertainment
 
Invite Leaders
Searching for our most talented will provide 3 new leaders for recruitment. +3 Leaders for Recruitment
  • -20 Control
Technology Required:
  • Leadership Recruiting
 
Martial Law
Improves your Manufacturing and reduces Research and Approval for 50 turns. +50% Max Manufacturing

-25% Research -0.03 Approval

  • -10 Control
Technology Required:
  • Planetary Defenses
 
Forced Overtime
More work gets done at the targeted shipyard but your citizens won't be happy. -0.1 Approval

+100% Military

  • -100 Control
Technology Required:
  • Orbital Mining
 
Illicit Deals
There are those that want our favor and are happy to pay for it. This will provide Credits but increase Crime across our civilization. +0.03 Crime

+600 Credits

  • -10 Control
Technology Required:
  • Political Capital
 
Extort Governors
Our governors will generously donate to our cause. But they won't like it. Provides 100 Credits per Governor -12 Loyalty

Provides 100 Credits per Governor

  • -30 Control
Technology Required:
  • Political Capital
 
Draft Colonists
Sometimes we can't afford to wait for volunteers. This will provide a free Colony ship. -0.02 Approval

Spawns a Colony Ship with Passenger

  • -33 Control
Unavailable for Race Trait:
  • Slavers Ability
  • Synthetic Life
  • Entrepreneurs Ability
  • Tutorial Tracker Ability
  • Radiated Ability
 
Impress Citizens
Our people are owned by you. It is time they remember. Will provide a Colony Ship and a Constructor Spawns a Colony Ship with Passenger

Spawns a Constructor

  • -50 Control
Race Trait Required:
  • Slavers Ability

Unavailable for Race Trait:

  • Tutorial Tracker Ability
 
Impress Constructors
We need a Constructor Ship and we need it now. -0.02 Approval

Spawns a Constructor

  • -30 Control
Race Trait Required:
  • Crimelord Ability
 
Pandemonium
Use telepathy to affect an entire planet negatively. Choose to lower the Planetary Defense, reduce Influence and Approval, or impair Manufacturing and Research. Sends the Pandemonium event to another target player
  • -30 Control
Race Trait Required:
  • Telepathy Ability
 
Serenity
Use telepathy to affect an entire planet positively. Choose to boost Growth, improve Approval, or increase Influence and Tourism. Sends the Serenity event to another target player
  • -30 Control
Race Trait Required:
  • Telepathy Ability
 
Draft Civilian Ships
Security is more important than private ownership. This will provide three free defenders. -0.1 Approval

Spawns a Defender Spawns a Defender Spawns a Defender

  • -100 Control
Technology Required:
  • Planetary Mobilization
 
Mass Mobilization
Shared sense of duty makes it easy to find volunteers willing to fight. Spawns a free transport Spawns a Transport
  • -30 Control
Culture Required:
  • Mass Mobilization
 
Crime Wave
Organize entire criminal networks with the pull of a few strings. Creates a crime wave on the target planet, increasing Crime by 200% for 24 months. +200% Crime
  • -30 Control
Culture Required:
  • Criminal Ties
 
Exploit Population
Take advantage of an entire empire's labor force. All planets outputs +200% for 5 months. +200% Max Manufacturing

+200% Research +200% Food Income +200% Influence Per Turn +200% Colony Gross Income

  • -20 Control
Culture Required:
  • Exploitation
 
Colonial Supplies
Making a large shipment of supplies to our colonies will reduce their Decay for 25 months. -0.15 Colony Sponsor Decay Mod
  • -30 Control
Technology Required:
  • Centralized Administration
 
Pressure Scientists
Putting pressure on our scientists will result in an immediate +50 Research. +50 Research
  • -30 Control
Technology Required:
  • Xeno Research
 
Telescope Takeover
Private corporations have advanced survey equipment which we can put to immediate use. Reveal an Area of the Map Reveal an Area of the Map
  • -15 Control
Unavailable for Race Trait:
  • Watcher Ability
  • Slavers Ability
  • Synthetic Life
  • Entrepreneurs Ability
  • Genocidal Ability
  • Adaptable Ability
  • Tutorial Tracker Ability
  • Ravenous Ability
 
Print Money
Printing money can provide short-term wealth at the cost of inflation, which lowers Approval for approximately a year. -0.1 Approval

+500 Credits

  • -45 Control
Unavailable for Race Trait:
  • Unrelenting Ability
  • Synthetic Life
  • Entrepreneurs Ability
  • Tutorial Tracker Ability
  • Radiated Ability
 
Exploit Resources
In times of need, we can exploit government land of all their resources. This will create a significant Pollution problem for a full year. +0.05 Pollution

+250 Credits

  • -50 Control
Technology Required:
  • Planetology

Race Trait Required:

  • Entrepreneurs Ability
 
Goodwill Tour
Go on a Goodwill Tour to improve your Diplomacy with foreign civilizations. +1 Diplomacy for 30 months +1 Diplomacy for 30 Months
  • -30 Control
Technology Required:
  • Diplomacy
 
Defense Sentinels
Provides a guardian drone for the selected colony. Defense drones can protect against minor attacks but can't leave the planet. Spawns a Guardian
  • -35 Control
Technology Required:
  • Space Doctrine

Race Trait Required:

  • Vigilant Ability
 
Impress Foreign Fleet
Take control of another civilization's fleet that is within your borders. Cannot be used on fleets you are at war with. Converts a foreign fleet to your own

-3 Diplomacy to foreign faction

  • -100 Control
Technology Required:
  • Preferred Lending
 
Enlist Pirate Fleet
Recruit a Pirate fleet. Converts a foreign fleet to your own
  • -15 Control
Race Trait Required:
  • Crimelord Ability
 
Enlist Pirate World
Recruit a Pirate world. Recruits target Pirate World
  • -30 Control
Race Trait Required:
  • Crimelord Ability
 
Death Commandos
Unleash your most fatalistic and experienced forces for a targeted attack. Reduces HP of each ship in enemy fleet by 25%. Reduces HP of Enemy Fleet by 25%
  • -40 Control
Culture Required:
  • Fatalism
 
Cosmic Eye
Use the Cosmic Eye to reveal a part of the map. If the Cosmic Eye sees another civilization's planet, it has a chance to steal a technology. Reveal an Area of the Map

Chance to steal tech if world is spotted

  • -30 Control
Race Trait Required:
  • Watcher Ability

Unavailable for Race Trait:

  • Clever 4
 
Abhorent Infection
A foul and noxious compound of toxins and radiation. Increase the Pollution level on a target planet. +0.1 Pollution
  • -40 Control
Race Trait Required:
  • Radiated Ability
 
Pillage the Weak
Send our Gatherers through the population to take what is needed for the empire from those too weak to resist. -0.05 Approval

+400 Credits

  • -25 Control
Race Trait Required:
  • Unrelenting Ability
 
Forced Labor
The people are working hard. They could be working harder. +100 Manufacturing Overflow

-0.05 Approval

  • -30 Control
Race Trait Required:
  • Slavers Ability
 
Thrall Training
Trains thralls to increase target fleet experience. +15 Experience
  • -25 Control
  • -50 Credits
Technology Required:
  • Asteroid Mining

Race Trait Required:

  • Slavers Ability
 
Manufacture Population
Without using Durantium we can recycle scraps to quickly produce more citizens. +1 Yor Citizen
  • -25 Control
  • -100 Credits
Race Trait Required:
  • Synthetic Life
 
Upgrade Fleet Propulsion
Use our executive powers to focus our efforts onto a single fleet to optimize its speed. +1 Moves Cap
  • -30 Control
  • -25 Credits
Race Trait Required:
  • Synthetic Life
 
Shipyard Production Boost
Focus our efforts to quickly supply manufacturing resources to a specific shipyard. +100 Manufacturing Overflow
  • -50 Control
  • -25 Credits
Race Trait Required:
  • Synthetic Life
 
Recapitalize
Generate new capital through recapitalization with your reserve currency status. +300 Credits
  • -15 Control
Race Trait Required:
  • Entrepreneurs Ability
 
Hire Miner
Engage skilled miners to extract valuable resources efficiently and boost your productivity. Spawns a Mining Ship
  • -25 Control
  • -50 Credits
Race Trait Required:
  • Entrepreneurs Ability
 
Hire Merchant Ship
Contract experienced merchants to man a ship to expand your trade routes. Spawns a Freighter
  • -25 Control
  • -50 Credits
Race Trait Required:
  • Entrepreneurs Ability
 
Add Shock Troopers
Install shock troopers on target ship to assist in conquering worlds. +5 Siege Ability
  • -50 Control
  • -100 Credits
Race Trait Required:
  • Genocidal Ability
 
Fertilize Planet
Increases fertility of target colony. +1 Fertility
  • -25 Control
  • -50 Credits
Race Trait Required:
  • Adaptable Ability

Unavailable for Race Trait:

  • Synthetic Life
 
Give Hope
Give a series of inspirational speeches to the target core world to increase their approval. +0.2 Approval
  • -30 Control
  • -50 Credits
Race Trait Required:
  • Hopeful Ability
 
Mitosis
Induce Mitosis in an Irradiated Citizen on a target planet.+1 Citizen +1 Absolute Citizen
  • -25 Control
Race Trait Required:
  • Radiated Ability
 
Swarm
For six months all members of our species that have the Consuming will see their abilities doubled. +100% Intelligence

+100% Diligence +100% Social +0.25 Approval

  • -75 Control
Technology Required:
  • Hatcheries

Race Trait Required:

  • Ravenous Ability
 
Planetary Clairvoyance
Greatly expand the sensor vision of the target world to see what is remotely near it. Effect begins one month later. +20 Sensor Range
  • -100 Control
Race Trait Required:
  • Ravenous Ability
File:EO GOFaster.png
Emergency Speed
Orders fleet to go beyond their maximum rated speed. +1 Moves Cap

-10% Hit Points Cap

  • -15 Control
Requires Tales of Centauron DLC
 
Rush Starbase Modules
Use your vast power to impel private industry to deliver you some new modules for use at Starbases. +5 Modules
  • -15 Control
  • -250 Credits
Technology Required:
  • Module Assembly

Requires Tales of Centauron DLC


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