Lexes
What a lex is
A lex is a law for your whole empire, bought with ideology. A lex you own does nothing until it is active. Many lexes have a drawback next to their benefit. Each lex's own page lists both.
The lex tree
Every lex except the first needs one lex before it, its ancestor. The first is Age of Exploration, in the Origin branch.
The rest of the tree is split into more branches, which differ by game mode (see Game time):
- Legacy and Tactic: Expansion, Navarchs, Erased, Siderians
- Flash: Expansion, Characters
Buying a lex
You need the lex's ancestor and enough ideology. Every lex you own makes the next one dearer. See How prices grow.
A lex is yours for the rest of the game. You can't sell it back, and there is no refund.
A lex's card also has Buy and Activate. It buys the lex and picks it for your next change of active lexes. You still apply that change yourself, as the next sections explain.

Active lexes
Only active lexes give their effects. Each one takes a lex slot. You choose them by picking lexes you own in the lex panel, then applying that set. A new set works at once for your empire, every system, every dominion and every agent on the board.
Lex slots
You start with one lex slot. The +1 slot button buys another with ideology, at once. There is no limit on the number of slots. Each slot costs more than the one before, up to a maximum price. See How prices grow.
Changing your active lexes
You pick a new set of lexes in the lex panel, then apply it. After each change, you must wait before the next one. That wait grows with every change for the rest of the game.
While you have a change picked, the lex panel shows the wait applying now would start, as in the lex panel screenshot below. See Changing active lexes for the exact waits and what counts as a change.
Limits
Active lexes raise your System, Dominion, Navarch, Erased and Siderian Limits, and Age of Exploration is the first to raise your agent limits above zero. See System and dominion limits and Agent limits. A change that would leave you over one of those limits is refused. See Changing active lexes.
The lex panel
Press L to open the lex panel. See hotkeys. Once you own a lex, the panel has one tab per branch other than Origin, and each tab starts from Age of Exploration.

- Click a lex you can buy to buy it. There is no confirm.
- Click a lex you own to pick it. Click a picked lex to take it out.
- Apply these lexes applies your picks. If you pick fewer lexes than you have slots, it asks for a second click.
- +1 slot buys a lex slot, with no confirm.
- The Cancel the changes button puts your picks back to your active lexes. The Remove all lexes button takes out all your picks.
- While a wait runs, you can't pick or take out lexes. See Changing active lexes.
- Lexes you picked but didn't apply are dropped when you close the panel.
On a phone, tapping a lex opens its card instead of buying it.
All lexes
| Lex | Branch | Requires | Base price | Effects |
|---|---|---|---|---|
| Age of Exploration | Origin | — | 50 | +1 Erased Limit; +1 Navarch Limit; +1 Siderian Limit |
| Proto-Empire | Expansion | Age of Exploration | 1,200 | +1 System Limit |
| Exclusive Trade Zone | Expansion | Proto-Empire | 3,000 | +3 Dominion Limit; +20 % Dominion Tax Rate |
| Empire's Edge | Expansion | Exclusive Trade Zone | 6,000 | +2 System Limit; +4 Dominion Limit; +20 % Dominion Tax Rate; -8 Stability |
| Second Core | Expansion | Empire's Edge | 8,000 | +3 System Limit; -8 % Credit; -16 Stability |
| Federation of Protectorates | Expansion | Second Core | 10,000 | +7 Dominion Limit; +20 % Dominion Tax Rate; -12 Stability |
| First Contacts | Expansion | Age of Exploration | 300 | +3+7,200/h Ideology; +3+7,200/h Technology |
| Sponsored Chairmanship | Expansion | First Contacts | 900 | +20+48,000/h Technology; +2 Siderian Limit |
| Technocracy | Expansion | Sponsored Chairmanship | 8,000 | +30 % Technology; -6 % Ideology; -4 % Production |
| Stelloliberal Maze | Expansion | First Contacts | 700 | +100+240k/h Credit |
| Confiscatory Policies | Expansion | Stelloliberal Maze | 2,800 | +300+720k/h Credit |
| Secret Organization | Expansion | Confiscatory Policies | 3,500 | +15 % Credit; +2 Erased Limit |
| Embezzlement | Expansion | Secret Organization | 5,000 | +500+1,200k/h Credit |
| Freedom of Movement | Expansion | Embezzlement | 8,000 | +20 Mobility |
| Trade Secrets | Expansion | Freedom of Movement | 11,000 | +10 % Mobility; -100-240k/h Credit |
| Centralization of Power | Expansion | Embezzlement | 6,000 | +2+4,800/h Credit per Population; -25 % Defense |
| Financialized Society | Expansion | Centralization of Power | 9,000 | +40 % Credit; -10 % Technology; -10 % Ideology; -24 Stability |
| Mass Media | Expansion | First Contacts | 800 | +22+52,800/h Ideology |
| Propaganda | Expansion | Mass Media | 2,000 | +40 Stability |
| Fake News | Expansion | Propaganda | 8,000 | +30 % Ideology; -6 % Technology; -4 % Credit |
| Reaction Force | Characters | Age of Exploration | 400 | +2 Navarch Limit |
| Tactical Scouting | Characters | Reaction Force | 1,000 | +20 Armed Forces Bombing; -50-120k/h Credit |
| Galtacon Orthodoxy | Characters | Tactical Scouting | 3,000 | +4 Navarch Limit |
| Pace of War | Characters | Galtacon Orthodoxy | 4,800 | +50+120k/h Production; +10 % Production |
| War Propaganda | Characters | Pace of War | 6,400 | +5 Navarch Limit; +2 Siderian Limit; -4 % Credit |
| Component Standardization | Characters | War Propaganda | 9,000 | -25 % Armed Forces Maintenance |
| Armed Forces Automation | Characters | Component Standardization | 10,000 | +20 % Armed Forces Repair; +8 % Armed Forces Invasion; +10 % Armed Forces Bombing; -8 % Credit |
| Modular Construction | Characters | Component Standardization | 7,500 | +10 % Armed Forces Repair; +12 % Production |
| War Council | Characters | Reaction Force | 700 | +30 Defense; -30 % Production |
| Public Relations | Characters | War Council | 1,800 | +3 Siderian Limit |
| Embassy Arsenal | Characters | Public Relations | 6,600 | +6 Siderian Limit; +2 Erased Limit; -10 % Production |
| Cultural Imperialism | Characters | Embassy Arsenal | 8,500 | +20 % Siderian Propaganda; +20 % Siderian Destabilization |
| Digitalization of Interactions | Characters | War Council | 4,000 | +30 Intelligence; +20 Cybersecurity |
| Total Surveillance | Characters | Digitalization of Interactions | 7,000 | +50 % Intelligence; +100 % Cybersecurity; +5 % Credit |
| Underground Networks | Characters | War Council | 1,500 | +4 Erased Limit |
| Information Systems Surveillance | Characters | Underground Networks | 3,000 | +25 Erased Infiltration |
| Parallel Military Strategy | Characters | Information Systems Surveillance | 6,000 | +7 Erased Limit; +2 Navarch Limit; -12 Stability |
| Simpler Practices | Characters | Parallel Military Strategy | 7,000 | +25 Erased Removal |
| Deep State | Characters | Simpler Practices | 10,000 | +25 % Erased Infiltration; +15 % Erased Sabotage; +15 % Erased Removal |
Production, credit, technology, ideology and upkeep amounts are per tick.Production, credit, technology, ideology and upkeep amounts are per hour.