Edicts
Edicts are short orders paid in credits that boost your whole empire for 24 hours: faster ships, cheaper upkeep, quicker building, faster fleets, more mining or steadier loyalty.
The six edicts
War Footing: +15% ship build speed.
Austerity: -40% fleet upkeep, but -10% structure build speed.
Construction Drive: +15% structure build speed.
Mobilisation: +10% travel speed for your fleets.
Extraction Push: +10% palladium and iridium output.
Martial Law: +5% loyalty regen on your stars.
Issuing an edict
Open Edicts from the side rail once you have finished the tutorial, and choose Issue on the one you want.
An edict costs 30% of a day's credit income, counted before upkeep, and at least 500 credits. If your treasury can't cover it, the edict is refused.
One edict runs at a time. It lasts 24 hours, and after it ends you wait another 24 hours before you can issue the next. The Consortium's War Bonds policy makes an edict last 36 hours.
You can end an edict early with End in the Edicts window. You get nothing back, and the 24-hour wait before your next edict starts straight away.
Edicts can't be bought with Starlight.
On desktop, while an edict runs, a small box above your Movements panel shows which one it is and how long it has left. Phones don't show this box.
How it combines
Edict effects multiply with everything else on the same stat: your government and its policies, sector bonuses, morale and the credit deficit penalty. Mobilisation doesn't speed up trade shipments between empires.
Other players never see your edicts. NPC empires don't issue them.
Make it so.
