Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Tovius  [developer] Jan 10, 2019 @ 2:54pm
Full Feature List
New Traits
Many New Traits
See Here for details

Governments
New Origins
Ancien Régime
Requires Imperial Authority, Authoritarian Ethics, does not have Technocracy or Merchant Guilds
Starts with 300 extra pops and 1 extra district
Capital gains palace deposit, which gives +100 politicians and turns politicians into nobles
+1 unity from politician jobs
Starts the game with the Planetary Unification Tech
Can build the Noble Chateaus holding

Arborial Harmony
Requires both Utopia and Plantoids
Requires not gestalt, xenophobe, or militarist
Non-Hive equivalent of the Tree of Life
Spawns with 600 plantoid caretakers
Starts with a Tree of Life on your homeworld
Colony Ships are more expensive, but spawn a Tree of Life
The Tree of Life does not increase pop growth, instead providing additional pop assembly when growing caretaker pops
Unlocks Tree of Life Sapling holding

Cybernetic Evolution
Requires Materialist or Hive Mind
Starts with the Primitive Cyborg trait
Starts with Powered Exoskeleton tech
Starts with Integrated Cybernetics research option
Locked into the Cybernetic Ascension Path
-10 opinion from non-materialist or gestalt empires
Homeworld guaranteed to be at least size 21, but gets a blocker hinting at why you needed the cybernetics in the first place

Cyberocracy
Requires Dictatorship / Private, Materialist, civic restrictions
Starts with an immortal level 10 leader (supercomputer)
Gains the high programmer ruler job, which gives stability and research
Starts with Administrative AI and Self-Evolving Logic techs
An event-chain will fire if you switch to incompatible ethics or authorities, allowing you the choice to remove the origin

Delicate Ecosystem
Requires not machine
Starts with the Ecologist trait, giving: +10% habitability, -10% amenities usage, +10% society research
Homeworld has Delicate Ecosystem modifier, giving +25% society research, -10% habitability, -1 max district, -1 max generator and mining districts
Delicate Ecosystem planets cannot be turned into specialized planets (city worlds, thrall worlds, ext)
Can build the Ranger Lodge holding

Eusocial Hive Mind (Hive Mind)
Hive equivalent of Syncretic Evolution

Exploited Homeworld
Requires not xenophile, civic restrictions, cannot use with Bioships
Homeworld shifts to arid or arctic, (or desert or tundra, if already one of those worlds) with main species gaining a unique trait to adapt to this changed (trait applied at game start)
Homeworld gains exploited homeworld modifier, vastly increasing mineral and industrial production at the expense of food and amenities
Unlocks the Exploit World decision, which lets you exploit other worlds
Starts with the first level of mining and space mining techs
Gain the Homeworld Exploiter trait, which gives +10% mining and industrial output, increases consumer good consumption and blocks the Conservational, Communal, Traditional, and Agrarian traits
With Expanded Events, guarantees the Damaged Ecosystem event chain

Extant Creator (Machines)
Requires Synthetic Dawn or Machine Age DLC
+10% pop assembly speed
Starts the game with 1200 organic pops
Gestalts: Capitals give 1 less replicator job (same as Driven Assimilators)
Gestalts: Half penalties from non-gestalt residents (see below)
Gestalts: Non-gestalt residents can work calculator and replicator jobs

Fanatical Befrienders
Requires Militarist and Xenophile, and either Egalitarian, Spiritualist, or Fanatic Xenophile, cannot use with Corvee System or Company Housing
+25% Automatic Resettlement Destination Chance
+10% happiness with xeno-friends on planet
+5% unity per migration treaty
All xeno-friends must have full citizenship
Can take the Nihilistic Acquisition perk

Fungal Colony
Requires Fungal or Toxoid species
+1 Councilor Skill
Main species gains the Fungal Colony trait, granting +400 leader lifespan and -15% growth speed
Capital starts with Venerable Elder deposits, which turns politicians into venerable elders, gives +1 venerable elder per 50 pops, and causes the local governor to not use leader capacity
Venerable elders gives worker and specialist output (simple drone if hive)
Decision to create additional Venerable Elder deposits on worlds with at least 80% habitability. Requires Self-Aware Colony Ship and Cruiser technologies

Heavenly Choir
Requires Spiritualist, not Democratic or Corporate, civic restrictions
Starts with immortal level 3 leaders (shroud avatars) with unique leader traits. Ruler starts at level 5.
Starts with Psionic Theory tech already unlocked
An event will fire if you switch to incompatible ethics or authorities, allowing you the choice to remove the origin

Holy Mountain
Requires Lithoid Species, Spiritualist Ethic
Spawns a Holy Mountain deposit on your homeworld, granting bonuses to unity, happiness, society research, and spiritualist ethics attraction, as well as giving +1 high priest jobs and 2 rare crystal mines.
Additional empire-wide bonuses to unity, happiness, and spiritualist ethics attraction as long as you control your homeworld
Starts with Rare Crystal Mining research option
If you lose your homeworld, you gain a large malus to unity, happiness, and governing ethics attraction, and gain a total war cb on the empire that controls or destroyed your homeworld.

League of Nations
Requires not imperial or private authority
+1 envoys
+25% faction output
-25% governing ethics attraction
Starts with 4 independent nation blockers, which give 2 pops each when cleared
Starts with 4 fewer pops and 2 fewer districts
Gains Prosperous Unification modifier and deposit when all independent nation blockers are cleared
Starts with the Adaptive Bureaucracy tech option 25% researched

Little Sister
Starts with a habitable moon, colonized with 600 pops
+25% Colony Development Speed
Starts with AI-Controlled Colony Ships research option

Master Computer (Machines)
Requires Dictatorial, Imperial, or Machine Intelligence
+20% councilor experience gain
-1 Negative Traits
Colony Ships cost 500 additional minerals, and colonies start with master relay deposits
Master relay deposits gives the Master Control Program job, which gives bonuses to unity, deviancy reduction, and stability
Colonies without master relay deposits suffer penalties to simple drone production, deviancy, and stability

Natural Hunters
Disabled with Grand Archive
Requires Militarist Ethics, not Xenophile Ethics
Alternatively, Requires Hive Mind and not having the Harmonious Hive Mind or Empath civic
+100 army starting experience
+25% army morale damage
+33% damage to space fauna
+1 commander level
+ unity and influence when killing spaceborne aliens
Can build a hunting preserve on planets with dangerous wildlife, which gives hunter jobs
Starts with Dangerous Wildlife Removal tech

Private Colonization Initiative
Requires Megacorp DLC
Start out with a megacorp neighbor of your species (or start out as said megacorp)
Megacorp will spawn a minimum of 2 jumps from your capital
+10% trade value

Subterranean Evolution
Disabled with Overlord
Can expand a colony, giving it one deposit that gives +2 max districts, +3 max of a random rural district
Starts with the Burrowing trait (or Power Drills if machine)
Expanding a planet costs 2000 energy and minerals, 50 influence
Homeworld starts fully expanded, with three deposits
Expanded planets cannot be converted into city worlds, although the deposits can be removed to allow it, at some cost
Deposits will be lost if converted to a machine world

Symbiosis (Hive Mind)
Starts with 300 extra pops and 1 extra district
Starts with the Brainslug trait (+15% research and unity, -25% pop growth)
Cannot assimilate, but non-gestalt pops might join willingly
Half penalties from non-gestalt residents (see below)

Syncretic Equals
Requires Utopia DLC
Will get 1200 pops of a secondary species
Secondary species has no required traits, and has +1 trait point

Syncretic Livestock
Requires Utopia DLC
Requires xenophobe or hive mind, not egalitarian, not lithoid
Will get 800 pops with the delicious trait

Syncretic Crystals
Requires Utopia and Lithoid DLC
Same as Syncretic Livestock, but pops start with felsic instead

Tempestuous Unification
Requires Militarist, not corporate
-10% war exhaustion
+1 commanders
With Overlord, +1 mercenary enclave capacity
Starts with 6 extra corvettes
Civilians are recently conquered, and suffer a temporary happiness penalty
Starts with 2 extra sprawling slums
Starts with Ground Defense Planning tech option

Terraformer
Starts with Terrestrial Sculpting tech and Ecological Adaptation tech option
+1 max districts on homeworld, and on any worlds that they terraform
-25% terraforming cost
With Idyllic Bloom, +1 max districts after Gaia Seeders - Phase 3 is built
With Idyllic Bloom, -25% gaia seeder upkeep


Changed Origins
Arc Welders
+20% material and industry research speed

Broken Shackles
+5 Unity and Society Research from Observation Posts

Calamitous Birth
Meteorite Colony Ships creates a crater, with half the bonuses as the one on the homeworld
Meteorite Colony Ships gives +25% colonization progress on impact, but also causes 100 devastation
Those without this origin can remove craters with the Ecological Adaptation tech

Clone Army
Unique scientist and official traits

Common Ground
+1 Envoys
Federation members spawn a minimum of 2 jumps from your capital
Starts at Federation Level 2
Starts with an Extra Official

Cybernetic Creed
Creed Factions have more diverse demands
Haruspex give 4 unity and 3 Engineering

Doomsday
AI starts with a free colony ship (hopefully that makes the ai less suicidal)

Fruitful Partnership
With Grand Archive, gives +25% Fauna Growth Rate and +1 Breeding Chance

Galactic Doorstep
Finishing the Gatekeeper dig site gives more artifacts
Additional event chain (requires Ancient Relics)
-25% hyper relay construction cost

Hegemon
+1 Max Rivalry
Federation members spawn a minimum of 2 jumps from your capital
Starts at Federation Level 2
Starts with an Extra Official

Imperial Fiefdom
Contested succession won't start if heir has populist traits (such as reformer or charismatic)
AI vassals can expand

Life Seeded
Homeworld starts with +25% amenities and +100 immigration pull
Hive Minds start on hive worlds
World Shaper / Hive World Perk only requires Terrestrial Sculpting

Lost Colony
+25% Colony Development Speed
-25% Colony Ship Cost
Starts with a random blocker removal technology

Mechanist
+2 unity from roboticists

On the Shoulders of Giants
Improved rewards from dig sites, including an empire modifier that improves as you advance the story

Overtuned
New Traits (see above)
Cannot use the Ageless trait
Rebalanced Damn the Consequences
Genetic Resequencing unlocks new edict that cuts lifespan penalty from overtuned traits by 50%

Payback
+50% defensive army damage
+15% Fire Rate in Home Territory

Primal Calling
+25% damage against space fauna
+25% space fauna capture chance

Post-Apocalyptic
Survivor trait gives +10% habitability
Homeworld gets vault deposit that gives +100 Soldiers, 60 of each researcher, +300 housing, +20% physics research

Progenitor Hive
Offspring Drones give +2 unity and society research
+2 Restored Node Additional Skill
+1 effective councilor skill

Resource Consolidation
Cannot be used with Bioships
Consolidated Resources deposit also gives +5 alloys and +1 mote, gas, and crystal
Organic Slurry gives 20 food
Machine World Perk only requires Terrestrial Sculpting

Remnant
Unique planetary deposits
Clearing ruined arcologies on colonial remnants also give techs
Clearing ruined arcologies can sometimes give progress on tier 2 or even tier 3 techs
Colonizing more than four planets won't stop colonial remnants from spawning
Colonial remnants will always get an additional deposit, and often spawns a unique blocker
Game spawns additional colonial remnant planets
Greater variety of deposit can spawn on Colonial Remnants
Some colonial remnants spawn with a ruined orbital ring (requires Overlord)
Neighboring systems start with ruined hyper relays (requires Overlord)

Riftworld
+1 astral rift skill
+25% astral thread production

Scion
Can be used by Gestalts (homicidal empires excluded)
Must pay a tax on resources or research, similar to vanilla fallen empire subject types
Xenophiles and Pacifists may end up under the care of the xenophile fallen empire, which requires no taxes, but imposes some policy restrictions
Machine empires may become synthetic auxiliary under the Ancient Caretakers, which requires no taxes, but imposes some policy restrictions
Starts with the Scion Outreach Holding on capital
New Scion events

Slingshot to the Stars
+50% jump drive range
Buffed dig site, giving greater rewards
Infinity Beckons modifier lasts 50 years, will appear as long as you haven't yet researched mega-engineering

Shattered Ring
+1 Megastructure build capacity
Restoring the ring requires the prerequisites for mega-engineering, instead of mega-engineering itself
Clearing rubble gives progress on a tier 1 or 2 technology
Clearing unique deposits on guaranteed shattered ring worlds give research points
Scrap miners give 3 minerals

Storm Chasers
-50% storm devastation (from -33%)
+10% resources from jobs during cosmic storms
Unity from storm buildings doubled during storms

Subterranean
Mountain Ranges and Sinkholes no longer block districts, with blocker techs they also increase housing

Tree of Life
Tree deposit gives +2/+4 unity, and +5%/+10% habitability
The Tree of Life gives farmer jobs on planets that can't build farming districts (mainly habitats), but also has double food upkeep


New Authorities
Cooperative
Requires not authoritarian nor xenophobe
Corporate version of democratic authority

Private
Requires not egalitarian nor fanatic xenophobe
Corporate version of imperial authority


New Civics
Aerial Construction (Regular and Corporate) / Secluded Roosts
Requires Avian or Arthropoid, Biogenesis DLC
Unlocks Aeriform Architect (Regular), -5% empire size from districts and -5% city district upkeep per leader level
Gives the Spatial Mastery trait. Spatial Mastery only costs 2.
City districts are more expensive, but provide +1 housing
Impassible Mountains and Dense Jungles do not prevent construction and provide +10% unity
Impassible Mountains and Dense Jungles blocker removal techs give the blockers +10% housing
Starts with a mountain or jungle blocker on their homeworld

Biological Engineers (Regular) / Engineered Drones (Hive)
Requires not Xenophobe (Regular)
Unlocks Director of Genetics (Regular), +1% habitability and +5% biological and new worlds tech draw chance per leader level
+25% Biology Research
+1 Gene Modification Point
-20% Modify Species Special Project Cost
Starts with Genome Mapping tech
Starts with Gene Tailoring research option

Citizen Science
Disabled with Biogenesis
Unlocks Chief Academic Officer, +10% lab build speed and -1% research upkeep per leader level
Requires Pacifist or Materialist, not Militarist, Democratic Authority
Officials and Scientists start at level 3
Civilian give +0.5 research and +0.5 unity, but have +0.25 consumer goods upkeep

Data Liberators / Open Source
Requires Nemesis DLC
Disabled with Biogenesis
Requires not Authoritarian, not Imperial, Dictatorial, or Private authority
Unlocks Principal Informant / Chief Patent Officer, +2% researcher output and 1% trade value per leader level
+2 technology operation skill
+2 subterfuge operation skill
-25% diplo weight from tech (corporations get -25% trust growth and improve relations speed instead)
-50 opinion from authoritarians, xenophobes, and megacorps
Unlocks the Academic Marketplace trade policy, which gives 0.5 energy and 0.2 research

Distributed Network
Machine civic swap of Agrarian Idyll, bonuses to technician and energy instead of farmers and food
Unlocks Network Coordinator, +0.2 unity from technician jobs per leader level

Machine Cult
Requires not having Machine Age
Requires Spiritualist
Unlocks Prime Fabricator, +1% metallurgist production and robot assembly per leader level
+25% industry research
-10% Robot Upkeep
+2 unity from roboticists
Priests replaced by Tech Priests, which give +2 engineering research and +2.5% robot assembly speed
Starts with the Powered Exoskeleton tech
Loves robots instead of hating them
Loves machine and synthetic empires, likes cyborg empires
Generally disliked by non-machine cult spiritualists, hated less by materialists and machine empires
Cannot take psionic ascension path

Mountain Home
Lithoid civic swap of Agrarian Idyll, bonuses to miners and minerals instead of farmers and food
Unlocks Elder Miner, +0.2 unity from miner jobs per leader level

Organic Construction (Regular and Corporate)
Requires Fungoid or Plantoid, Plantoid DLC
Unlocks Master Bio-Architect, -2% buildings and district cost per leader level
+33% building speed
+33% building and district refund
Rural and City Districts are built and maintained partially out of food
Housing Buildings are built and maintained partially out of food
Consumer goods are made partially out of food
Megacorps can build a unique branch office building (shared with Construction Company)

Principled Epicureans
Must be egalitarian or materialist, not authoritarian
Requires Humanoid DLC
Unlocks Disciple of the Garden, +0.1 unity from civilians per leader level
Full Citizens can use Utopian Abundance and Academic Privilege living standards, cannot use Decent Conditions living standard
Pops with Social Welfare living standard or above gives additional unity from civilians
Autochthon Monument replaces bureaucrats with culture workers
Autochthon Monument provides additional bonuses to pop happiness and unity
Culture workers give +300 amenities

Steadfast Emancipators
Requires Apocalypse DLC
Requires militarist, either egalitarian or xenophile, not xenophobe, democratic authority, cannot be a death cult
Unlocks Minster of Emancipation, -3.5% empire size from pops and -3% pop upkeep per leader level
+5% happiness
+25% immigration pull
+20% unity and +5 stability when at war with slavers, purgers, and death cults
-1 Smuggle Population operation difficulty
Can use liberation bombardment, which rescues oppressed pops and brings them to your worlds, producing 33 unity and society research per pop rescued
Cannot enslave or purge pops
Xenos must be granted full citizenship
Greatly dislikes slavers, purgers, and death cults


Agribusiness (Megacorp)
Requres Pacifist Ethics, does not have Syncretic Evolution or Indentured Assets civic
Unlocks Chief Cultivation Officer, +0.2 trade value from farmers per leader level
+2 Trade Value from Farmers
Agriculture districts give +1 housing
Unlocks the Agricultural Profitization Policy, which lets farmers produce more trade value in exchange for less food
Farming subsidies Edict is cheaper
Can build a unique branch office building
If Lithoid or Machine, artisans have upkeep of 4 food and 3 minerals, culture workers have an upkeep of 4 food and 2 consumer goods, and entertainers have an upkeep of 4 food

Chamber of Commerce (Megacorp)
Requires Cooperative
Unlocks President of the Board, +3% agenda progress speed per leader level
Megacorp equivalent of Parliamentary System

Company Housing (Megacorp)
Requires not having Egalitarian Ethics, does not have Free Trader civic
Unlocks Employment Commissioner, +2% worker production and +5% automatic resettlement chance per leader level
Resettlement does not cost unity
+15% Automatic Resettlement Chance
-15% Housing Requirements
-10% Resettlement Cost

Construction Company (Megacorp)
Unlocks Chief Engineer, +2% building construction speed per leader level
Megacorp equivalent of Functional Architecture
Can build a unique branch office building

Family-Owned (Megacorp)
Requires Private
Unlocks Values Enforcement Officer, +3% government ethics attraction and -3% empire size penalty leader level
+1 Councilor Skill
+1 Ruler Skill
+1 Official starting skill
+1 stability per ruler level

Labor Resource Specialists (Megacorp)
Unlocks Sapient Resource Director, -1% job upkeep per leader level
Megacorp equivalent of Byzantine Bureaucracy

Managerial Synergy (Megacorp)
Cannot have the Cooperative authority
Unlocks Administrative Coordinator, -2% administrator upkeep per leader level
+100 edict funds
+2 trade value from bureaucrats

Megastore (Megacorp)
Requires not Militarist
Unlocks Chief Promotional Officer, -2.5% amenities usage and +0.5% consumer goods consumption per leader level
+20% consumer goods from artisans
Between 0 and +6 trade value from artisans, depending on economic policy
Can build a unique branch office building
Access to the Sales Campaign, which gives +10% trade and branch office value, also costs consumer goods

Mining Conglomerate (Megacorp)
Cannot have the Free Trader civic
Unlocks Chief Prospector, +0.2 trade value from miners per leader level
+1 minerals from mining jobs
+10% mining station output

Multicultural Workplace
Unlocks Chief Recruitment Officer, -2% leader upkeep and +10% immigration attraction per leader level
Megacorp equivalent of Free Haven
Gives +1 external leader pool instead of worker happiness

Nostalgia Peddlers (Megacorp)
Unlocks Director of Promotions, +2% unity per leader level
Megacorp equivalent to Memorialist

Royal Trading Company (Megacorp)
Cannot have Criminal Heritage or Gospel of the Masses civic, Cooperative Authority
Unlocks Lord Director, +0.8 trade value from nobles per leader level
+1 officials
Megacorp equivalent to Aristocratic Elite

Security Company (Megacorp)
Requires not egalitarian ethic
Unlocks Chief of Security, -3 crime and +3% defensive army damage per leader level
Megacorp equivalent of Police State
Gives +20 base intel instead of +1 encryption

Shell Corporation (Megacorp)
Unlocks Internal Accountability Orchestrator, -4% ruler upkeep per leader level
Cannot have the Private authority or the Free Trader civic
Megacorp equivalent of Shadow Council
+1 Encryption instead of +1 Codebreaking

Technical Development Corporation, requires materialist (Megacorp)
Unlocks Senior Science Director, +0.4 trade value from researchers per leader level
+1 Research Alternatives
Science Director replaces some executives
Scientists start with a governor trait (such as Private Mines)
Research Subsidies edict is cheaper


Chrysalid Young (Hive Mind) / Rapid Deployment (Machines)
+300 pop on new colony
+50% new colony development speed
Unlocks Resettlement Coordinator (Regular), +2.5% automatic resettlement chance and -2.5% resettlement cost per leader level

Closed Collective (Hive Mind) / Closed Area Network (Machine Intelligence)
Diplomatic restrictions of Inwards Perfection
Free Non-Aggression Pacts
+20% unity
+5% job production
+50 edict funds
-1 envoy
+1 Encryption
-1 Code Breaking

Dimensional Ephapse (Hive Mind) / Dimensional Analysis (Machine Intelligence)
Gestalt equivalent of Dimensional Worship
Starbase building gives +10 society research instead of unity

Hardened Synapses (Hive Mind)
+100 edict funds
+0.5 unity from synapse drones and evaluators

Harmonious Hive Mind (Hive Mind) / Cooperative Network (Machine Intelligence)
+5 stability
+5% job output
+10% diplomatic weight
+1 envoy
-1 encryption
Half penalties from non-gestalt residents (see below)
Autonomous Enclaves (see below) produce additional unique jobs
Must use No Wars policy
Cannot use slavery
Cannot purge (except by displacement)
Can build the Ranger Lodge holding

Integrated Bioarchitecture (Hive Mind)
-10% build cost for buildings and districts
+10% build speed
Can built basic rural zones without the required technology
City district zones do not reduce housing. Urban zones give additional housing.
If Lithoid, Normal Rural and City districts cost no upkeep
Otherwise, Districts and Select Buildings are built entirely out of food

Parasitic Hive (Hive Mind)
Requires Apocalypse DLC
When a purged pop dies, a pop of the owner's species is created
Purged pops produce +2 society research
Can use the Raiding bombardment
Guaranteed worlds home to primitive civilizations (same as Necrophage)
-20% pop growth

Self Experimentation (Hive Mind)
+20% Society Research
+1 Codebreaking

Shadow Hive (Hive Mind) / Shadow Circuits (Machine Intelligence)
Gestalt equivalent of Dark Consortium

Starvation Fearing (Hive Mind)
Not available to Lithoids
Agri-Drones produce +1 food
+50% food and minerals from livestock
Farming subsidies Edict is cheaper
Stability penalty when running a food deficit

Stone Sense (Hive Mind)
+1 minerals from mining jobs
+10% mining station output

Territorial (Hive Mind)
+2 Starbase Capacity
+25% Fire Rate Within Borders
+1 Max Rivalry
+100% Border Friction


Adaptive Security Protocols (Machine Intelligence)
+5 Stability
+2 Encryption
-1 Codebreaking
Hunter-Seeker Drones give +1 unity

Administrative Privileges (Machine Intelligence)
+1 Unity and +1% simple drone output from Coordinator Drones
-5% housing usage

Atom Splitters (Machines)
+1 energy from technicians

Deepspace Networking (Machine Intelligence)
+15% Naval Capacity
+20 command limit

Efficient Administrative Protocols (Machine Intelligence)
Edict Funds from Coordinators and Evaluators
-20% administrator upkeep
-20% empire size from districts

Directorial Override (Machine Intelligence)
Requires not Delegated Functions
+100 edict funds
-10% edict and campaign upkeep

Environmental Caretakers (Machine Intelligence)
-10% amenities usage and +10% society research
+2 unity from Conserved and Protected Fauna
Can build Ranger Lodges and Ranger Lodge Holdings
+ opinion with other environmentalist and pacifist empires
Half penalties from non-gestalt residents (see below)
Cannot use the Machine World perk

Meticulous Fabrication (Machine Intelligence)
Requires Humanoid DLC
Fabricators give +2 unity, but cost +1 energy
+1 building slot per 3 industrial districts (habitats excluded)

Modular Construction (Machines)
+20% Industry Research
+1 Robot Modification Point
-15% Modify Species Special Project Cost
Starts with Powered Exoskeleton and Machine Template System
Unlocks Principal Technician (Regular), +5% energy from technicians per leader level

Networked Computations (Machine Intelligence)
+1 Subjects Exempt from Divided Patronage
+1 Max Holding
+1 Scientist Capacity
-10% Researcher Upkeep
Cannot use Expansion Prohibited, Limited Diplomacy, or Independent Sensors vassal agreements
Non-Specialized vassals always have a Research Tax and Basic Resource subsidy


Changed Civics
Agrarian Idyll
Elder Farmer gives +0.2 unity from farmer jobs, instead of its normal bonus
+1 building slots for every 3 farming districts, instead of every 4
Commercial buildings replaced with farmers markets, gives pop growth and has food upkeep
New tech, tier 3, which gives +0.5 alloys from miner jobs, +5% alloys from foundry jobs
New tech, tier 3, which gives +1 consumer goods from farmer jobs, +5% consumer goods from artisan jobs
Farming subsidies is cheaper
Sponsor Fair decision replaces Distribute Luxuries, costs an equal amounts of food and consumer goods, gives +25% amenities, +15% trade value, +100 trader jobs (no immigration bonus)
Access to the Agrarian Bounty campaign, which costs energy and food and gives +10% pop growth

Anglers
Anglers give +9 food
Access to the Oceanic Bounty campaign campaign, costs energy and food and gives +10% pop growth, and +0.5 consumer goods from pearl divers
Machine Oceanic Bounty campaign gives +15% society research and +30% biology tech draw instead of pop growth
(If taken with Agrarian Idyll or Mountain Home, does not also get the Agrarian Bounty campaign)
If Lithoid or Machine, artisans have upkeep of 4 food and 3 minerals, culture workers have an upkeep of 4 food and 2 consumer goods, and entertainers have an upkeep of 4 food

Aristocratic Elite
+1 officials
Noble Estates provide +300 housing and +500 amenities
Noble Estates can be upgraded with the Paradise Dome tech

Astrometeorology / Astrogenesis Technologies / Weather Exploitation / Climate Modeling
+20% Field Manipulation research speed
+50% Field Manipulation draw chance
Astrometeorology Observatory building can be upgraded
Astrometeorology Observatory gives +50%/+100% physicist output during storms
Astrometeorology Observatory gives +2/+3 planet sensor range
+10% research and energy from jobs during cosmic storms
Prime Forecaster gives +3% physicist production and storm attraction per level

Barbaric Despoilers
+5% fire rate
+5% worker production
Unlocks the Colosseum holding

Beastmaster / Space Ranchers / Wild Swarms / Biodrones
-25% Space Fauna naval capacity usage

Byzantine Bureaucracy
-3% housing and amenities usage

Catalytic Processing
Industrial buildings are built and maintained partially out of food
Menace Ships cost food instead of minerals

Civil Education
Head of Education gives -1% job upkeep per level
State Academies, doubled consumer goods upkeep from civilians

Corvee System
Employment Commissioner also gives +5% automatic resettlement chance per leader level
Can use public works planetary decision, which gives -5% building costs, +15% build speed, unemployed worker and specialist pops produce +1 minerals and +2 amenities, lasts for 10 years

Cutthroat Politics
-20% campaign upkeep
+1 trait selection options

Death Cult / Corporate Death Cult
Cannot be Fanatical Egalitarian
+5% pop growth
Sacrifices give +25% spiritualist ethics attraction, +10% pop growth, and +0.5 influence
Citadel of Faith gives +1 high priest, +3 Death Priest and Mortal Initiate jobs
With Private Military Companies, Death Preachers give +2 naval capacity and +1 defensive army
Pops working Mortal Initiate jobs require less housing, consumer goods, and amenities
With most militarist civics, Mortal Initiate give +1 defensive army
Fanatic authoritarians and xenophobes can have enslaved mortal initiates
Access to the Necromatic Thaumaturgy tech (level 4), gives -15% bombardment damage, death priests give +15% army morale and +1 defensive army, unlocks Last Sacrifice decision.
Last Sacrifice decision kills all hostile fleets in system, in exchange for sacrificing all non-death priest pops on the planet. Requires at least 30 pops and 2 death priests.

Efficient Bureaucracy
-20% empire size from colonies

Environmentalist
Ranger Lodge now gives twice as much unity per blocker
Ranger Lodge gives +5% Habitability
Ranger Lodge gives an additional +5% habitability with the Terrestrial Sculpting and Ecological Adaptation techs
On resort worlds, Ranger Lodge gives +1 ranger jobs per 10 pops

Exalted Priesthood
Veneration of Saints edict is cheaper

Feudal Society
+10% worker production
+2 ruler political power
Can always use the Stratified Economy living standard

Free Haven
Free Migration Treaties
Twice as likely to attract refugees and Paragons

Functional Architecture / Constructobot
+15% building construction speed
City district zones do not reduce housing. Urban zones give additional housing.
Access to the Adaptive Architectonics Mid-Game tech

Heroic Past
+10% leader xp

Idealistic Foundation
+2 diplomacy operation skill
Happiness penalty if egalitarian faction approval gets too low

Inwards Perfection
Free Non-Aggression Pacts

Imperial Cult
+1 unity from politician and noble jobs

Letters
Privateer Acquisition Officer gives -5% commander recruitment cost per level

Memorialist
Cannot be Fanatic Xenophobe, Closed Collective/Network, or Parasitic Hive
One-time decision to add a minor artifact deposit on tomb and relic worlds
Death Chroniclers give +200 Amenities
Sanctuaries of Repose also give +20% unity on tomb and relic worlds

Merchant Guilds
+10% trade value
+1 unity from merchant and trader jobs
Trade buildings provide 1 additional trader job and 1 less clerk job
Starts with Space Trading Technology

Meritocracy
Cannot be used with Xenophobe or Aristocratic Elite
Prevents you from using the Leader Enhancement policies

Mining Guilds
Replaces politician jobs with guild master jobs
Guild masters give +1% miner, metallurgist, and artisan production
Mineral Purification Plants give +100 guild master jobs

Mutagenic Spas / Permutation Pools / Hyper Lubrication Basin
Mutagenic Spas get level 2 upgrade with the Cyto-Revitalization / Hostile Environment Adaptation / Micro-Replicators tech
With Clone Army origin, increases pop assembly instead of pop growth
Mutagenic Spa Attendant give +2% pop growth, -0.5% habitability, and happiness per industrial district
Permutation Attendance Drone and Lubrication Terminal give +3% pop assembly speed per industrial districts
Attendant jobs benefit from your healthcare policy
Attendant jobs give +5 amenities

Nationalistic Zeal
+1 max rivalry
Liked less by peaceful empires
After a successful war, +10% happiness and unity for 30 years

Philosopher King
+1 stability per ruler level
+10% diplomatic weight from pops and technology, but -20% from fleet power

Planetscapers / Geo-Engineering Inc. / Cultivation Drones / Gardening Protocol
Cultivated Worldscaping gives +4 districts (from 3), has a 40% chance to prospect a new deposit, costs 500 unity and 50 influence
First Planetscaper gives +2% planetary decision enact speed per level

Pleasure Seekers / Corporate Hedonism
Cannot be used by fanatic egalitarians
+100 entertainer jobs per level from housing buildings
Holo-Theaters give additional happiness and unity
Unlocks House of Pleasure holding

Police State:
+1 encryption
+25% governing ethics attraction

Reanimators
+1 Commander Limit
Undead armies have higher health and morale damage, lower upkeep, gives almost no war exhaustion when killed
Access to the Undead Naval Doctrine tech (tier 2), which gives +10% naval capacity, -10% ship upkeep and war exhaustion
Access to the Necrotizing Reagents tech (tier 3), unlocks Death Curse bombardment, similar to Javorian Pox
Access to the Morphogenetic Reanimation tech (tier 4), unlocks Undead Titan armies

Shadow Council
Ruler pops gain +2 political power
Can remove your current ruler for 1000 unity, causes -5 stability for 10 years

Shared Burden
Head Arbiter also gives +1% worker happiness per leader level
-5% pop amenities usage

Slavers Guilds
Unemployed normal and indentured slaves can work servant jobs
Enforcers give -10 crime on worlds with slaves
Can build industrial districts on Thrall Worlds

Static Research Analysis (Non-Gestalt)
Research from Bureaucrats: +0.5
Bureaucrat Energy Upkeep: +1


Storm Devotion / Storm Influencers
Storm dancers give more unity and amenities when in a cosmic storm
+15% happiness and amenities during cosmic storms

Technocracy
+1 scientist but -1 official
Research Subsidies edict is cheaper

Vaults of Knowledge / Knowledge Mentorship / Neural Vaults / Experience Cache
Vault of Knowledge gives +2% leader xp gain (from +1%)
Vault of Knowledge gives +20 Trade Value if Corporate (from +10)
Councilor Position also gives +5 unity from Vaults of Knowledge per level

Warrior Culture
+100 starting army experience
Holo Theaters replaced with Arenas, gives happiness
Duelist jobs get additional naval capacity from techs (same as soldier jobs)
Duelist jobs provide defensive armies
Colosseums replace holo-theaters, gives duelist jobs and defensive army morale
Unlocks the Colosseum holding


Augmentation Bazaars
Starts with Powered Exoskeleton tech
Starts with Integrated Cybernetics research option
Augmentation Bazaars gives +2 trade from augmentors
Unlocks Cybernetic Traditions without the Flesh is Weak perk
Universal Augmentations only costs 1

Criminal Heritage
Cannot use with Fanatic Xenophile or Fanatic Egalitarian
+1 max rivalry
Branch offices have a lower penalty at low crime
With the Front Corporation building or the Shell Corporation civic, branch offices are less likely to be shut down
Edict to bribe law enforcement on planets that you have branch offices. Enforcers give 5 less crime reduction and the branch office is less likely to be shut down, costs 300 consumer goods
Branch Offices have a base crime of 40
With Expanded Diplomacy and the Shell Corporation civic, can pass as a legitimate business, allowing you to sign commercial pacts

Franchising
-10% branch office cost

Gospel of the Masses
Cannot use the Cooperative authority
Temple of Prosperity gives +12 unity

Indentured Assets
Unemployed normal and indentured slaves can work servant jobs
Indentured slaves only have +0.25 political power (instead of +0.5)
Can build industrial districts on Thrall Worlds

Media Conglomerate
-10% war exhaustion
+2 manipulation operation skill
-10% claim influence cost while at war
Propaganda Broadcasts Edict, gives +50% government ethics attraction, -5% claim influence cost, -5% war exhaustion, replaces Information Quarantine (authoritarian edict)

Naval Contractors
+20% commander experience
+10% fire rate

Permanent Employment
Can build a unique branch office building
Reassigner jobs produce +2 unity
Zombies contribute only half as much empire size from pops
Zombies produce -2 food from livestock
Access to the Exanimated Product Servicing tech (tier 2), +1 trade value and amenities from zombie clerks
Access to the Postmortem Enrichment tech (tier 3), +10% resources from zombies

Pharma State
+25% biology research

Precision Cogs
+1% resources from jobs

Private Military Companies
Can no longer be used with Corporate Death Cult
Traders replaced with logistics officers, who give +2 naval capacity and +1 defensive army
No longer gets army upkeep bonus

Private Prospectors
-10% planet construction costs on new colonies for 10 years

Ruthless Competition
Competitive Workforce Edict, gives +5% worker and specialist output, +10% empire size from pops

Trading Post
-25% Border Friction

Worker Cooperative
If you do not consume food, Mutual Aid will give more energy and minerals and no food.


Aerospace Adaptation
Also effects Space Fauna and other organic ship types

Autonomous Drones / Sovereign Circuits
+5% complex drone output

Cordyceptic Drones
Starts with research options for Tiyanki and Amoeba weapons
Access to Voidfauna Biology / Enhanced Bioweaponry, tier 2/4 technologies that increase space fauna weaponry damage and fire rate by 25%/50%
Access to Voidfauna Beacon, a tier 3 tech that will let you build a Voidfauna Beacon in your capital system, and gives unity when infesting space fauna
The Voidfauna Beacon attracts a Tiyanki or Amoeba fleet to your capital system once every 5 years.
When combined with Necrophage or Parasitic Hive, unlocks the Infestation total war cb, and becomes greatly disliked by other empires

Divided Attention
-25% empire size from colonies

Natural Neural Network
Unemployed drones also produce 1 unity
Unique policy option for Unemployed Drones Usage, allowing unemployed drones to produce even more research

One Mind
+1 stability from hunter-seeker drones

Pooled Knowledge
+10% leader xp

Strength of Legions
Warrior Drones give +2 unity
No longer decreases army upkeep

Terravores
Consume World situation gives unity and more resources or pops, chance to give rare resources.
When last district is consumed, small worlds are always shattered, while larger worlds tend to become barren with the Terraforming Candidate modifier


Delegated Functions
-25% upkeep from Coordinator and Calculator jobs

Factory Overclocking
+10 Leader Lifespan

Maintenance Protocols
+1 amenities from maintenance drones

OTA Updates
+50 Edict Fund (from +25)

Rapid Replicators
- Replicator Overclocking Edict, +10% pop assembly speed, +10% empire size from pops, +25% pop assembly cost
- Corps gain access to robot assembly branch office

Rockbreaker
+10% mining station output

Rogue Servitor
+1 envoys
+20% diplo weight from pops, -20% from fleets
Maintenance Drone jobs swapped with Caretaker Drones, which give pop growth speed
Can use the Liberation bombardment stance
Capitals give additional bio-trophy jobs
Bio-Trophies give minor bonuses based on their traits
Bio-Trophies give +1 unity on gaia worlds

Static Research Analysis (Gestalt)
Research from Coordinators: +0.5
Coordinator Energy Upkeep: +1

Unitary Cohesion
+10% Diplomatic Weight from Pops and Economy

Warbots
+100 starting army experience
Warrior Drones give +2 stability (Corps get +1 mercenary enclave instead)
No longer decreases army upkeep

Zero-Waste Protocols
Has same effect as Scavenger (Requires Toxoids DLC)


Perks and Traditions
Ascension Perks
Universal Freedom (NEW)
Mutually exclusive with Nihilistic Acquisition
Unlocks Liberation Bombardment

Archaeo-Engineers
-33% minor artifact component cost (from -10%)
+1 research to Archaeo-Engineer jobs
Doubles Minor Artifacts from Archaeo-Engineer jobs
Unlocks a random Archaeostudies Tech Research Option.

Consecrated World
Bonuses doubled
Also grants additional unity from priests (up to +1.2)
More factors go into what level of Consecrated World you get
Can built Pilgrims' Hostel stabase building

Defender of the Galaxy
Mutually exclusive with Become the Crisis
+25% damage against Leviathans
+50% damage against Marauders and Pirates

Detox
Merged with World Shaper

Enigmatic Engineering
+1 ship sensor range
Increases difficulty of hostile subterfuge operations by +4

Eternal Vigilance
+25% fire rate in home territory

Executive Vigor
-15% Campaign and Edict Upkeep

Galactic Contenders
+25% diplomatic weight (from +20%)
+25% damage to rivals
+25% influence from rivalries

Hive World / Machine World
+25% Terraforming Speed
-25% Terraforming Cost
Terraformed hive / machine worlds gain +1 district slots, +10% habitability, and +10% resources from jobs
Can add the above bonus to existing gaia and ideal worlds by decision
With Toxoids, can terraform toxic worlds to hive / machine worlds
With Aquatic Species Pack, can terraform frozen worlds to hive / machine worlds
Mutually exclusive with World Shaper (Servitors, Assimilators, and Individualist Machines can chose one or the other)

Hydrocentric
Doubles effect of Aquatic and Marine traits (from 50%)

Imperial Prerogative
+10% resources from jobs in core worlds

Interstellar Dominion
-25% Claim and Outpost influence cost (from -20%)

Galactic Force Projection
+20% naval capacity (from a flat +80)

Galactic Weather Control
-50% Storm Devastation

Machine Worlds
Can by taken by synthetic empires

Mastery of Nature
-33% Storm Devastation
+33% New Worlds Research
Decision now costs 500 unity and 50 influence, instead of 100 influence
Decision gives +3 districts, +10% habitability, 40% chance to prospect a new deposit

Mechromancy
Cannot be taken by friendly or isolationist machines
Bonuses increased to +20% (from +15%)
+20% Space Fauna Weapon Damage and +20% Biology Research
Cybernetic Zombies get +10% resource from jobs

Mind over Mater
+10% unity

Shared Destiny
+2 subjects except from divided patronage (up from +1)
+2 External Leader Pool
-20% Border Friction

Synthetic Age
Synthetic Empires get some machine empire swaps:
  • Can research and build mega-warforms (their version of the tech requires sentient combat computers)
  • Access to Grid Amalgamation and Chemical Processing species rights, cannot use Livestock and Processing species rights
  • Upon Synthetic Ascension, pops will get traits based on their biological traits

Technological Ascendancy
+25% research from research stations and starbases
Rare techs twice as likely to spawn (up from 50%)

Transcendent Learning
+1 Leader Trait Option

Universal Transactions
-50% empire size from branch offices

World Shaper
Increases terraforming speed by 25%
-25% Gaia Seeder Upkeep
Terraformed worlds gain +1 district slots, +10% habitability, and +10% resources from jobs
Can add the above bonus to existing gaia and ideal worlds by decision
With Toxoids, can terraform toxic worlds
With Aquatic Species Pack, can terraform frozen worlds (shared with Hydrocentric)

Xeno-Compatibility
A species will only generate 8 half-species each
Half-species will only spawn on planets with at least 25 pops

Traditions:
Adaptability
  • Adaptability Opener gives -15% Housing Usage (from -10%)
  • Adaptability Finisher gives -10% Amenities Usage
  • Enhanced Recycling gives -10% job upkeep
  • Survival of the Fittest gives +50% defensive army damage (from +25%)
  • Environmental Diversification gives +20% Habitability Floor
  • Adaptive Ecology gives +1 Max Farming District (Mining if Lithoid, Generator if Machine, +1 Habitat District if Voidborne)
  • Conquer Nature gives -5%/-20% Terraforming and Blocker Removal Cost

Aptitude
  • Aptitude Opener gives -33% leader cost and upkeep, no longer gives +1 leader trait option
  • The Empire Needs You gives +2 Leader Pool, no longer reduces leader upkeep
  • Specialist Training gives +1 initial leader level, no longer gives +1 Leader Pool. Hives and Machines also get +1 Restore Node additional skill.
  • Psychological Profiling gives -1 negative leader trait and +10% leader xp, no longer gives -25% leader upkeep
  • Healthcare Program: +15 Leader Lifespan, +1 leader trait option, no longer gives -1 negative leader trait
  • Leadership Conditioning gives +15% leader xp (up from +10%)
  • Leadership Conditioning gives 5000 xp when launched (up from 3000)

Diplomacy
  • Diplomacy Opener gives +50% Envoy Improve Relations
  • The Federation gives +1 Available Officials
  • Entente Coordination gives +10% sublight speed in federation space
  • Diplomatic Networking gives +10 base intel
  • Direct Diplomacy gives +50% trust growth (from +33%)
  • Eminent Diplomats gives +15 diplomatic acceptance (from +5)
  • Build Relations Agenda gives +10%/+25% diplomatic weight (from +5%/+20%), -10%/-25% diplomatic influence cost, and +10/+25 diplomatic acceptance

Discovery
  • Discovery Opener gives +20% Dig Site and Astral Rift exploration speed
  • To Boldly Go gives +5% ship speed
  • Databanks Uplink gives +25% research from stations and starbases (from +20%)
  • Science Division gives +5% researcher output instead of +1 scientist starting level
  • Polytechnic Education gives +1 scientist starting level
  • Chart the Unknown gives +1/+2 dig site and astral rift clues

Domestication
  • Domestication Opener gives +1 food to farmers and livestock, instead of +20% food
  • Domestication Opener gives +30% fauna growth instead of cloning cost
  • Containment Protocols gives +25% fauna capture chance (from +20%)
  • Bio-Repurposing gives -20% fauna cloning cost and upkeep instead of blocker removal speed
  • Astrozoology gives +100% zookeeper output
  • Metabolic Regulation gives +30% fauna cloning speed (from +15%)
  • Killer Instincts bonuses increased to 25%, also increases armor

Domination
  • Domination Opener gives +1 defensive army from soldiers
  • Imperious Architecture gives +1 housing to fortress buildings
  • Deviancy Protocols / Divergence Suppression gives -25 deviance and +0.5 unity from patrol drones
  • Synaptic Extensions gives +2 housing to fortress buildings
  • Civil Exclusion gives -0.05/-0.25 Worker Political Power

Enmity
  • Match gives +5% unity if no rival is superior
  • Eclipse gives bonus whenever you win a war against a rival. Bonus is doubled if it was a humiliation war.

Expansion
  • Expansion Opener gives -25% Colony Ship Cost (33% terraforming speed for Wilderness), no longer reduces Colony Development Speed
  • Expansion Finisher gives -20% Hyper-Relay and Gateway Cost
  • Colonization Fever gives +50% Colony Development Speed
  • Reach for the Stars gives -50% Outpost Build Cost
  • Galactic Ambition gives +20% basic resources from starbase buildings
  • A New Life gives +15% pop growth from immigration (-15% pop assembly if machine)
  • Spawning Frenzy gives +15% pop growth (from +10%) and +15% organic pop assembly
  • Hotjoin Protocols gives -15% resettlement cost and +25% Automatic Resettlement Chance
  • Superior Colonies Agenda gives -15%/-25% Clear Blocker Cost and +15%/+25% Clear Blocker Speed
  • Superior Colonies Agenda gives -25% building and district cost to new colonies when launched

Harmony / Synchronicity
  • Harmony Finisher gives -15% ascension cost
  • The Greater Good decreases empire size from pops by 10%
  • Utopian Dream gives +10% resources from factions instead of -15% ascension cost
  • Collective Reasoning gives +1 unity from Coordinators / Synapse Drones instead of -15% ascension cost
  • Harmonious Directives gives +100 edict capacity (from +50)
  • Mind and Body gives +25 Leader Lifespan (from +10)
  • Synchronicity Finisher give hives the Rural Maintenance edict, giving amenities from farmers / miners
  • Inner Stability gives +5%/+20% planetary ascension effects
  • Revision agendas give bonuses equivalent to 1/3 levels of the associated node. Regulation Revision also gives +3/+10 amenities

Logistics
  • Logistics Finisher give +10% diplo weight from economy
  • Galactic Exchange Efficiencies gives -10% empire size from systems
  • Predictive Resupply Patterns gives -10% Starbase Upkeep

Mercantile
  • Mercantile Opener unlocks Economic Subsidies edict
  • Mercantile Finisher give +10% diplo weight from economy
  • Federal Trade Fleets gives +5% trade
  • Commercial Enterprise gives +2 amenities from merchants
  • Adaptive Shareholder Schemes gives -5% job upkeep
  • Marketplace of Better Ideas gives +10% lifestyle trade value
  • Insider Trading gives +10% commercial pact efficiency (+10% branch office value if criminal heritage)
  • Open Markets gives -5%/-20% market fee
  • Open Markets gives +5%/20% trade value from jobs (branch office value if criminal heritage)

Prosperity:
  • Prosperity Finisher gives +5 Stability
  • Arcadian Housing, swap of Public Works for agrarian idyll and non-hive plantoids, gives +1 housing to farming districts (mining if lithoid)

Statecraft
  • Statecraft Opener gives +50 edict fund (from +20)

Subterfuge
  • Subterfuge Finisher unlocks the Secretive diplo stance, which gives espionage-related bonuses

Supremacy
  • Military Buildup Agenda gives commander experience when launched

Unyielding
  • Defensive Zeal also increases armor of starbases by 33%
  • Fortress Doctrine increases difficulty of all hostile sabotage operations

Genetics
  • Genetics Opener gives Targeted Gene Expressions research option
  • Genetics Finisher gives Genetic Mastery research option (+3 gene mod points, -20% modify species project cost, unlocks new traits)
  • Genetic Resequencing gives -10% organic pop upkeep
  • Engineered Genesis gives +400 Pops with Auto-Modding traits optimized per month
  • Allelic Expression gives +4 Trait Picks (from +2)
  • Retroviral Manipulation gives +10% organic pop production from jobs
  • Genetic Pursuit gives +10%/+40% Biology Tech draw
  • Genetic Pursuit gives +20% Biology Research (from +10%) when launched

Cloning
  • Cloning Finisher gives Replicative Mastery research option (+3 gene mod points, -20% modify species project cost, ran remove positive and negative traits )

Mutation
  • Mutation Finisher gives Mutational Mastery research option (+3 gene mod points, -20% modify species project cost, ran remove positive traits )
  • Planned Polymorphism gives +400 Auto-Modding traits optimized per month (from +200)

Purity
  • Purity Finisher gives Genetic Mastery research option (+3 gene mod points, -20% modify species project cost, unlocks new traits)
  • Genotype Regeneration gives -10% organic pop upkeep

Cybernetics
  • Transubstantiation Synthesis, +5% pop growth from augmentor jobs
  • Organ Harvesting, +15% pop growth from purges (from +10%), +5% pop growth from augmentor jobs

Synthetics
  • Synthetics Opener, if Physical, unlocks the Pacification Modules edict, has same effect as the Pacification Modules tradition
  • Synthetics Opener, if Virtual, unlocks the Productivity Simulations edict, gives +1% Resource output from Virtual pops per Clerk, +1 Clerk per 10 Pops
  • Synthetics Finisher, if Physical, +4 Robot Modification Points and Trait Picks, −50% Modify Species special project cost
  • Synthetics Finisher, if Virtual, -15% leader upkeep, −75% Modify Species special project cost, Virtual Pops can be resettled for free, +1 districts at 1, 5, and 10 ascension level
  • Synthetics Finisher, if Virtual, unlocks the Server Reduction decision, allowing you to spend unity to remove unemployed pops
  • Synthetic Age, if Physical, +0.1 Living Metal from Metallurgists, Unlocks the Reshape Form agenda
  • Synthetic Age, if Virtual, +2 Codebreaking, +2 Encryption, −15% Alloys from Metallurgists, −15% Consumer Goods from Artisans, Unlocks the Optimized Network agenda
  • Maintenance Protocols, If Physical, +4 Pops with Auto-Modding traits optimized per month
  • Maintenance Protocols, If Virtual, -15% Job Consumer Good Upkeep and Roboticist Upkeep

Modularity
  • Modularity Finisher unlock advanced authorities for individualist machines

Nanotech
  • Flood of Supremacy and Nanotech Finisher give -10% war exhaustion each

Virtuality
  • Virtuality Finisher unlock advanced authorities for individualist machines
  • Clustered Capacity unlocks Shut-Down Server decision instead of Virtuality Finisher

Empire Management
New Edicts and Decisions
  • Economic Subsidies, +50% trade value, +10% consumer goods upkeep, requires Mercantile Opener
  • Planetary Fortification, +25% stronghold build speed, -10% orbital bombarded damage, +1 naval capacity and defensive armies from soldiers, requires Centralized Command
  • Profit-Oriented Salvation, +25% unity from priests, +25% spiritualist ethics attraction, +2 trade value from priests and managers, requires being a Spiritualist Megacorp
  • Strict Rationing, mutually exclusive with Nutritional Plenitude, -10% pop growth, -5% happiness, +10% empire size from pops, -25% pop food and mineral consumption
  • Self-Evolving Antivirus, machines only, +1 envoy, +1 encryption, and -15% deviance, requires Quantum Firewalls
  • National Hyperlane Registry, +25% hyperlane wind up and wind down, +10% sublight speed, requires Hyperlane Breach Points
  • If the Universal Prosperity Mandate is active, non-authoritarian empires gain access to a new edict that unlocks the Utopian Abundance living standard

  • Healthcare Campaign, medical workers give +5% pop growth, +1 energy upkeep, costs food and consumer goods
  • Drone Campaign (hive), spawning drones give +0.5 pop assembly, requires +1 food / mineral upkeep, costs twice as much food/minerals
  • Drone Campaign (machine), replicators give +10% pop assembly, but have +25% upkeep
  • Mentorship / Autonomous Drone Campaign, +2 leader pool, +1 additional leader trait options, requires the Paragon DLC
  • Infrastructure Campaign, -15% building and district construction costs, +15% build speed
  • Army Recruitment Campaign, +25% army build speed, +100 army starting experience, +25% militarist ethic attraction, requires militarist ethic (or warbots) and comms with aliens
  • Machine Research Campaign for machine empires, increases engineering and computing research by +10%
  • Warbot Subsidies, machine equivalent to Army Recruitment Campaign, requires Warbots or Determined Exterminators

  • Pitharan Fertilizer, +20% food output, requires Food Processing
  • Orillium Fuel, +20% energy from jobs, requires Global Energy Management
  • Mining Lasers, +20% minerals from jobs, requires Mineral Purification
  • Crystalline Research, +15% physics from jobs, -15% researcher upkeep
  • Engos Vapor, +10% habitability, requires Atmospheric Filtering
  • Satramene Pacification, +5% stability, -10 crime, requires Subdermal Implants
  • Garanthium Alloys, -15% planet structure cost, +15% shipyard build speed
  • Teldar Hull Platting, +25% hull hit points, requires Crystal-Infused Plating
  • Living Prosthesis, medical workers give +5% pop growth, +1 energy upkeep, spawning drones give +0.5 pop assembly, requires +1 food / mineral upkeep
  • Self-Assembling Machines, +10% robot assembly speed, +25% replicator upkeep, robot empires only
  • Dark Matter Experimentation, +5% physics and engineering research
  • Baryonic Explosives, +25% explosive weapon damage
  • Extradimensional Research, +20% field manipulation, statecraft, and psionics research, and more likely to draw those techs
  • Zro Aphrodisiac, medical workers give +5% pop growth, +1 energy upkeep, spawning drones give +0.5 pop assembly, requires +1 food / mineral upkeep, requires Psionic Revitalization
  • Supernatural Reflexes, +25% army damage and disengagement chance, requires Psi Corps tradition
  • Nanite Dust, +100% Terraforming Speed
  • Nanite Scales, +75% food production
  • Nanite Cloud, +25% construction speed, +25% construction cost, +1 Building Capacity

  • Maintenance Subsidies, gestalt equivalent of Distribute Luxury Goods
  • Mineral Prospecting (Lithoids Only), replaces a farming deposit with a mining deposit
  • Planetary Landscaping decision (Plantoids Only), gives +1 farming deposit, adds a good farming modifier, or removes a bad one, requires the Eco Simulation technology
  • Mycelial Terraforming decision, (Fungoids Only) gives +5% habitability and +1 farming deposit
  • Lithoid Empires can hibernate up to 10 unemployed pops at a time, spawning hibernating lithoid deposits that can be cleared later to recover the pop. Must have Population Controls allowed.

Changed Edicts and Decisions
  • Job Subsidy edicts such as Capacity Subsidies also give +1 political power and +5% happiness to pops of the affected job type
  • Veneration of Saints give +1 amenities from priests
  • Megacorps can no longer use Veneration of Saints (uses Profit-Oriented Salvation instead)
  • Peace Festivals, Entertainers give +100 amenities and +1 trade, +1 energy upkeep
  • Industrial Maintenance gives amenities from industrial jobs
  • Improved Working Environment gives +4% specialist and +8% worker happiness
  • Baryonic Insights also gives +10% engineering research
  • Some edicts are cheaper with certain civics

  • Distribute Luxury Goods decision is now a toggle
  • Nu-Baol pops are Ancient instead of Venerable
  • Can breed up to 12 presapients with an Alien Zoo

Policy
  • NEW: Matrix Utilization, can chose if matrix pops give energy or physics
  • NEW: Media Rights, controls access to the Information Quarantine and Encourage Political Thought edicts (Censored Media gets lesser versions of both)
  • NEW: Labor Rights
  • NEW: Healthcare
  • Slaves can always be resettled, regardless of resettlement policy
  • Homicidal diplomatic stances give benefits similar to the Belligerent stance
  • Isolationist and Secretive stances give 100% border friction (from 200%) and lower opinion towards your neighbors
  • Animosity diplo stance gives +150% border friction (from +100%) and +10% diplo weight from fleets

Species Rights
  • Xenophobes and authoritarians can give residency and slavery citizenship to subspecies of your main species
  • Indentured Servitude slavery is now locked behind the authoritarian ethic
  • Matrix and Processing slavery is now locked behind the xenophobe or gestalt ethic

Ethics and Pop Factions
  • Ethics attraction takes into account more factors
  • Pops are more likely to take non-government ethics
  • Many new pop faction demands
  • Some civics will add one or more faction demands to a relevant faction
  • Suppressing a faction will make its members very unhappy

Planetary Management
Colonies and Pops
  • Colonies more than 20 jumps from the capital start getting hits to their stability and governing ethics attraction, updated every five years
  • Resort Worlds give +25%/+50% habitability
  • Resort Workers empire-wide effects are doubled
  • Clerks and Entertainers produce +1 trade value on resort worlds
  • Penal colonies have +100% habitability, but -33% pop growth
  • Rogue Servitors can build resort worlds, which give bonuses unique to them
  • Pops on low-habitability worlds will sometimes move to better worlds (won't reduce population below 10)
  • More varying pop happiness (such as xenophobes not happy sharing planet with free xenos)
  • Having high available housing, jobs, happiness, and free amenities gives bonuses to pop growth and assembly
  • Pop assembly has a base cost of 80 (from 100)
  • Pop growth will stop due to overcrowding earlier

Crime
  • Pops produce additional crime based off of their living standards
  • Purging and enslaved pops will also reduce stability
  • Crime gives +1 emigration push per crime
  • Deviancy gives -0.33% unity from jobs per deviancy
  • Enforcers only give -20 crime reduction (down from -25)
  • Enforcers give -5 crime reduction on populated planets (60 pops or more)
  • Criminal Underworld and gestalt equivalent modifiers gives 1 Criminal job per 25 crime
  • Gang Wars modifier gives -5 stability, +1 Criminal job, + 1 Criminal job per 25 crime
  • Drug Trade modifier gives +1 Smuggler, Apothecary, and Criminal jobs, Criminal jobs per 33 crime, +1 Apothecary per 50 crime
  • Mob Rule modifier gives +1 Commissioner job, +1 Criminal job, + 1 Criminal jobs per 25 crime
  • Crime Lord Deal removed if crime goes below 10 (checked yearly)

Buildings and Jobs
Buildings and Districts
  • NEW: Planetary Citadel building, gives +6 solder jobs and housing
  • NEW: Coordination Districts for Gestalts Ecumenopolis, give +6 synapse drone/coordinator jobs
  • NEW: Non-Homicidal Gestalts can build Animal Evaluation Laborator, equivalent of Alien Zoos
  • Alien Zoos gives +25% immigration attraction
  • Baol Organic Plant produce +1 consumer goods (from +0.5)
  • Housing buildings benefit from housing technologies
  • Utopian Communal Housing no longer costs rare crystals, has higher energy and mineral costs instead
  • Nanite Transmuter provides 4 rare resources each
  • Orbital Maintenance Drops gives +1.5 amenities from maintenance drones
  • Celestial Sanctum / Cathedral gives death priests with Death Cult

Branch Office Buildings
  • NEW: Criminal equivalent buildings for Xeno-Outreach Agency, Executive Retreat
  • Xeno Tourism and Questionable Charity branch office buildings, chance for unemployed and civilian pops to resettle to one of the branch office owner's planets every 5 years (will not reduce planet below 2500 pops)
  • This requires a migration treaty with the owner (unless you are a criminal Heritage)
  • Criminal Heritage corps will also take enslaved, undesirable, and criminal pops
  • Private Mining Consortium will also produce strategic resources, so long as the planet has rare deposits, and you have the technology to mine it.
  • Some corporate buildings produce unique jobs
  • Amusement Megaplex and Underground Clubs are more effective on gaia and resort worlds
  • Mercenary Liaison Office/Pirate Free Haven produce 5 energy for its corporate owner if the planet's owner is at war (or has pirates, in case of the Pirate Free Haven)
  • Mercenary Liaison Office/Pirate Free Haven unlocks a decision to hire mercenary armies, giving the branch office owner energy credits when used
  • MSI has a unique Branch Office Building

Overlord Holdings
  • NEW: Network Hub, can be built by Cooperative Network, Socialization Protocols, machine Memorialists, Extant Creators, and machine Scions instead of the Distributed Processing holding
    - Gives 2 Overlord Coordinator jobs that turns consumer goods / minerals and energy into unity and research for the overlord
  • NEW: House of Pleasure, unlocked by Pleasure Seeker and Corporate Hedonism
    - Gives +10% amenities to overlord (+15% if built on gaia or resort world), -15 amenities and -1 loyalty to subject
  • New: Colosseum, unlocked by Warrior Culture and Barbaric Despoilers
    - Gives +6% amenities to overlord (+9% is subject is militaristic), +2 duelist jobs that give unity to overlord, amenities to subject
    - Gives +0.5 loyalty to militaristic subjects, -0.5 loyalty to pacifistic subjects
  • NEW: Hunting Lodge, unlocked by Natural Hunters
    - Gives +10% amenities to overlord, +2 Gameskeeper jobs that turn subject consumer goods / food into overlord unity
    - Gives -1 loyalty (only -0.5 if subject has the Natural Hunter origin)
    - Wildlife will occasionally escape, causing bad effects like devastation
  • NEW: Ministry of Apotheosis, unlocked by Necrophages
    - Gives 4 Overlord Necrophyte jobs, which gives amenities to the subject and unity to the overlord
    - Every 10 years, Overlord Necrophytes are transformed into necrophages and moved to the overlord's capital
    - Gives -1 Loyalty
  • NEW: Brood Chamber, unlocked by Parasitic Hives
    - Gives 4 Overlord Incubator jobs, which are purged every 5 years to birth overlord pops on their capital
    - Gives -2 Loyalty
  • Overlord Garrisons spawn 6 Garrison armies, which counts as overlord armies for the purpose of the holding's effects.
  • Orbital Assembly Complex gives +0.5 loyalty if built on a planet with an orbital ring
  • Ministry of Truth gives +25% ethics attraction to the overlord's ethics
  • Overlord Trader jobs give 10 energy
  • Aid Agency has double upkeep in exchange for higher monthly loyalty (except from xenophobic subjects), more unity for the overlord, and food for the subject
  • Distributed Processing gives +4% research to overlord
  • Offworld Foundry gives +1 Overlord Metallurgist jobs per industrial district
  • Foundry buildings now also boost Overlord Metallurgist jobs
  • Noble Chateaus also give +5% amenities to the overlord's worlds
  • Gaia Seeder Outpost gives more loyalty
  • Organic Haven gives more loyalty from hedonistic, decadent, or xenophilic empires
  • Experimental Crater gives +25% colony development speed to the overlord
  • Experimental Crater gives 50% more research to the overlord
  • Experimental Crater gives less loyalty loss from lithoids and robots, more from environmentalists
  • Recruitment Office gives +20 naval capacity, +0.5 loyalty from militarist vassals
  • Ranger Lodge, increased / decreased loyalty from environmentalist / mining civics and origins
  • Tree of Life Sapling gives less loyalty from lithoid and robot subjects
  • MSI has a unique Overlord Holding

Jobs
  • The Droid technology allows automatic pop migration for robots
  • Droids cannot take researcher jobs without the Positronic AI tech
  • Synths cannot take priest and similar jobs without full ai rights
  • Battle Thralls give +2 naval capacity from soldier, enforcer, duelist, and overseer jobs
  • Unemployed Battle Thralls work Grunt jobs, giving +1 naval capacity and defensive army
  • Indentured slaves get +5% specialist production
  • Complex Drone jobs can no longer be worked by proles
  • With the Galactic Markets tech, traders and managers give +1 trade value
  • With Agrarian Idyll, Farmers/Miners get +1 amenities with Agrarian Utopias
  • Merchants generate +2 unity
  • Archaeo-Engineers also give minor artifacts on worlds with minor artifact deposits.
  • Nemma Miners give 3 foor and 2 rare crystals
  • Healthcare Workers pop growth and habitability increased by 50%
  • Roboticists and Replicators no longer cost alloy upkeep if robot construction is stopped on a planet
  • Replicators provide +2 amenities
  • Maintenance Drones give +6 amenities, cut down most job sources by about a third
  • Clerks get +1 amenities with Galactic Administration
  • New Tier 3 Technology, Interplanetary Logistics, gives +15 defensive army health and morale, +2 naval capacity from soldiers
  • New Tier 3 Technology, Psionic Revitalization, gives an additional +10% pop growth from medical workers if robot workers outlawed, requires Mind Over Matter perk, Genetic Healthcare tech, and Outlawed Robotic Workers policy
  • Astral Researchers gives more research. With higher levels of Astral Siphons unlocked, it also produces more threads (up to +1 per job).
  • With the zro distillation tech and the Great Awakening tradition, psionic pops that are being purged or under livestock slavery produce zro
  • Some civics give +1 political power and +5% happiness to some jobs (if pop is not a slave)
  • Most overlord jobs give extra political power
  • Pops being displaced or neutered can work normal worker jobs
  • Additional tweaks to pop weights

Gestalts
General Changes to Gestalts
  • Gestalts can give non-gestalts residency citizenship
  • Can build Autonomous Enclaves, which provides unique jobs for non-gestalt residents
  • Too many free non-gestalts will cause increasing penalties
  • Finishing the Synchronicity tradition tree will give -50% penalties
  • Can expel excess free pops once you start getting penalties
  • Buffed gestalt nodes, to make up for not getting councilor positions from civics
  • New agenda, gives +10%/20% pop assembly
  • Gestalts can use regular slavery
  • Gestalt slaves and residents can only work simple drone jobs
  • Patrol drones now gives +1 stability
  • Can turn relic worlds into city worlds

Machine Empire
  • Generator districts on machine worlds give +1 technician drone jobs and housing
  • Robot empires get +1 job from Energy Hubs
  • Restored Organic Probability Theory (rare tier 4), which now gives +2 trade from calculator drones
  • With Positronic Processors tech and the Synthetic Age perk, machines can make cyborgs full citizens
  • Automatic resettlement is always available to their robot pops

Hive Mind
  • Also gets +25% pop assembly
  • Farmers produce +1 food
  • If Lithoid, miners produce +1 minerals instead
  • The cost and maintenance for some items has been split between minerals/energy and food for non-lithoid Hive Minds, including:
    - Capital Buildings
    - Spawning Pools
    - Housing Buildings
    - Unity Buildings
    - City and Rural Districts
    - Basic Assault Armies
  • Spawning Drones give +2 society research and +2% habitability
  • Seat of Consciousness, Hive equivalent of the Alpha Hub
  • Engineered Agri-Drones, rare tier 4 tech that gives +1 food from agri-drones
    - Lithoid Equivalent gives +1 minerals from miners
  • Farming districts on hive worlds give +1 agri-drone job and housing (mining jobs if lithoid)
  • Patrol and warrior drones give +1 defensive army on hive worlds
  • With the Confluence of Thought technology and the Evolutionary Mastery perk, hive minds can make psionics full citizens


Diplomacy and Warfare
AI Personalities
  • New ai personalities: Seekers of Knowledge, Xenophobic Protectionists, Decadent Technocracy, Warrior-Scholars, Peacekeeping Interventionists, Sneering Technocrats, Ambitious Unifiers
  • Ai personalities for Closed Collective and Closed Network, based off of the Xenophobic Isolationist personality
  • Ai personality for machines that are friendlier and multi-species
  • Infestation AI personality based on the Driven Assimilator personality

Opinion Modifiers
  • New Civic and Authority Related Opinion Modifiers
  • New Policy Related Opinion Modifiers
  • New Ascension Perk Related Opinion Modifiers

Warfare and Armies
  • Open Markets war goal lets corporations build branch offices on the target's planets for 50 years.
  • Expropriation wars give corps 2000 energy per branch office on a status quo peace
  • Expropriation wars statue quo peace against criminal syndicates only closes branch offices on planets with less than 50 crime, remaining branch offices give -50 crime on their planets for 10 years.
  • Cannot use liberation wars against gestalts
  • Liberation War policy allows claims against gestalts
  • Clone and Gene Warrior armies have their cost split between minerals and food (unless lithoid)
  • Gene Warrior armies have higher morale
  • Slave, Clone, and Robot armies give less war exhaustion when killed
  • Defensive armies give war exhaustion when killed (as much as equivalent offensive army)

Events
Refugee Events
  • Pops on planets being bombarded or occupied will occasionally flee to countries that are not at war
  • Enslaved pops will occasionally flee to where they can be free
  • Pops may rarely flee if under Basic Subsistence living standard, or planet has high crime
  • Fanatic Egalitarians are more likely to attract enslaved refugees
  • Refugees from destroyed enclave stations
  • New Abolitionist Events
  • Empires can fund an underground railroad, which makes slaves more likely to flee to freedom

Pop Events
  • If 75% of your pops have the brain slug trait, the slugs may offer to turn you into a hive mind

Horizon Signal Events
  • The two Horizon Signal techs now do something
  • Horizon Signal retrovirus gives unique traits instead of standard traits

Preset Empires
  • Blorg have the Natural Engineer trait, starts with the Fanatical Befrienders origin
  • Chinorr have the Poisonous and Soft-Bodied traits, uses the Exploited Homeworld origin
  • Glebsig Foundation uses On the Shoulders of Giants origin (without Federations, uses the Galactic Doorstep origin instead)
  • Iferyx playable with Megacorp, as a democracy with the Merchant Guilds and Shadow Council civics
  • Iferyx uses the League of Nations origin
  • Ix'Idar Star Collective uses the Subterranean origin (Subterranean Evolution without Overlord)
  • Jehetma have the Fungal Colony origin, has non-adaptive instead of slow breeders
  • Keepers of Ave'brenn uses the Holy Mountain origin
  • Kel-Azaan Republic has the Natural Defenses trait, uses the Primal Calling origin (Natural Hunters without Grand Archive)
  • Kingdom of Yondarim uses the Ancien Régime origin
  • Lacertan have the Natural Physicist trait
  • Maweer Caretakers uses the Terraformer origin
  • Nyrr has the Conformist Trait
  • Pasharti has the Poisonous Trait instead of Very Strong
  • Tebrid Homolog uses the Master Computer origin
  • Tzynn Empire uses the Tempestuous Unification origin
  • Scyldari Confederacy uses the Delicate Ecosystem origin
  • With the Aquatics DLC, the Scyldari are both Aquatic and Slow Breeders
  • United Nations of Earth uses the League of Nations origin
  • Voor Technocracy uses the Cybernetic Evolution origin
  • Xanid Suzerainty, Vheln are also Resilient
  • XT-489 Eliminators uses the Resource Consolidation origin
  • MSI starts with additional districts and pops, including enslaved primitives from across the galaxy

Fallen Empires
  • Fallen Empires spawn with some megastructures
  • Changes to Fallen Empire authorities and traits to make them more distinct
  • Fallen Empires get more ships and a full store of alloys and consumer goods when they awaken
Last edited by Tovius; Jun 29 @ 10:54pm
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Showing 1-3 of 3 comments
Lego_Teh_Eggo Jan 20, 2019 @ 1:08pm 
Can you give a list of all the files this mod changes? I want to check compatibility. Tks.
Psychosoma Jun 25, 2019 @ 6:53am 
Could you list the new branch office buildings?
Tovius  [developer] Apr 6, 2020 @ 7:52pm 
@Psychosoma
Sorry for the late reply. I didn't include them because that list is already long enough, but I'll list them here:

Mafia Commission (Criminal equivalent to Executive Retreat)

Questionable Charity (Criminal equivalent to Xeno Tourism Agency)

Private security corps gets building that gives energy, enforcer jobs

(All of the below have both criminal and non-criminal versions)

HMO's get medical buildings, giving energy, society research, and medical worker jobs

Mechanists get robot assembly plants, giving energy, engineering research, and roboticist jobs

Private Contractors get building that gives engineering research and energy whenever something is built on that planet, faster build speed

Megastores get store building that gives energy and branch office value, special job that gives consumer goods to planet's owner, has consumer goods upkeep (got to stock the shelves)
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Showing 1-3 of 3 comments
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