[MOD] Expanded Pops and Traits

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    Real Strategy Requires Cunning

Omniscient

Major
32 Badges
Oct 31, 2006
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  • Stellaris
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
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  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
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  • Victoria 2
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This mod adds a large number of new traits and civics, among other things. Please see the discussion post for a full list of features. This mod is designed to be used along side Glavius' Ultimate AI.

General Features:

New Traits
New Advanced Traits

Many New Civics

New ways to get refugees:
- Pops might flee starvation, war, slavery, very low living standards
- Slaving empires might occasionally steal pops from their neighbors

New Edicts
- New Campaigns
- New Resource Edicts for Zro and Dark Matter

Synthetic Empirers get some machine intelligence swaps
- Traditon Swaps
- Drone Campaign
- Mega-Warforms
- Chemical Processing slavery and purges
- Machine Worlds and Synthetic Age perks

Machine Intelligence Balance:
- Fabricators, Calculators, and Artisan Drones give more resources
- Technicians give more energy
- Machine Intelligence use less housing

Ring World Districts give double housing and jobs
Ringworlds get industrial districts, which give foundry and artisan jobs

Resource Buildings can be constructed on Thrall Worlds

Empire Sprawl from districts and systems is reduced, and most ruler pops give +1 administrative capacity.

Two new ai personalities: Seekers of Knowledge and Xenophobic Protectionists

General buffs and bug fixes

Other various changes, see full feature list

Can be downloaded from steam, here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1620838511

Full List of Features

Additions:
New traits
- Poisonous, +25% army damage, +50% defensive army damage, -4 food from livestock processing, costs 2
- Low Metabolism, -10% organic food upkeep, costs 1
- High Metabolism, +10% organic food upkeep, costs -1
- Regenerative Tissue, +15% army damage, +15 leader lifespane, costs 1
- Garrison Bot, +50% defensive army damage, +5% army damage, costs 1, droids, synths, and machine empire only
- Delicate, -20% army damage, +5% robot upkeep, costs -1, droids, synths, and machine empire only
- Signal Repeater, +10% unity from jobs, costs 1, machine empire only
- Shoddy Transmitters, -10% unity from jobs, costs -1, machine empire only

Fungoid only traits:
- Decomposer, -20% organic food upkeep, -25% resettlement cost, costs 2
- Fugal Colony, +500 leader lifespan, -25% growth speed, costs 2, cannot be used with hive minds
+1 Venerable Elder ruler job on homeworld, +1 per 100 pops, gives +3 unity, +2% worker output, +1% specialist output
Capital has -1 max districts (taken up by venerable elders)
With the battleship and Self-Aware Colony Ship techs, can be asked to move some of the venerable colony to an ideal class planet, gaia world, habitat, or ringworld

Fungoid and Planoid only traits
- Clonal Colony, +40% pop growth, -10% habitability, costs 3, cannot be used with fast breeder or fertile

Plantoid only traits
- Ancient, +300 leader lifespan, costs 3
- Seasonal, -20 leader lifespan, costs -2
- Photosynthetic, -0.66 food consumption, +15% housing requirements, costs 2

New perk traits
- Adaptable, +5% pop resource production (robot version +10%), costs 3, cannot be used with robust or efficient processors. Biological version requires Engineered Evolution, robotic version requires either The Flesh is Weak or Synthetic Age.
New advanced traits
- Titanic Strength, +60% army damage, +7.5% worker job production, costs 4
- Engineered Pheromones (improved charismatic), +10 opinion from other empires, +40% amenities from jobs, costs 3
- Obedient, +50% governing ethics attraction, -15% housing, costs 3
Genetic Mastery Tech, can be researched after getting the Evolutionary Mastery perk and researching Genetic Resequencing. Gives +3 gene mod points, -20% gene mod project cost, access to additional advanced traits
- Ageless (improved robust), +30% habitability, +10% resources from jobs, +5% happiness, immortal leaders, costs 5
- Genetic Memory, +100% leader experience gain, +1 max leader level, +15% unity from jobs, costs 4
- Sleepless, +25% resources from jobs, +25% organic food upkeep, costs 4
- Complex genetic code, -10% habitability, +10% food consumption, costs -5

Changed Traits
- Repugnant gives -2 food from livestock processing (normally won't come up, except perhaps as one last middle finger to the devouring swarm that's eating your pops)
- Strong and weak traits effect simple drone production as well as worker production
- Nerve Stapled gives +10% bonus to jobs, pops have no political power
- Robots have an inherent +2.5% bonus to worker and simple drone jobs

- Self-Modified pops will always get robust on top of any other traits they get
- Self-modifying can happen more than once. The rising-tension event chain can still only happen once per empire, and it's chance of happening has been slightly reduced
- Gene Modding base cost reduced to 2500, down from 3000
- Enigmatic Observers have the ageless trait
- Ruler of the Holy Guardians has the Chosen One trait


New Civics
Ancien Régime
Requires Imperial Authority, Authoritarian Ethics, does not have the Technocracy, Merchant Guilds, or Byzantine Bureaucracy civic
+5 stability, +1 unity and administrative cap from ruler jobs, starts the game with the Planetary Unification Tech

Terraformer
Available to everyone except machine empires
+15% Terraforming Speed, starts with Terrestrial Sculpting tech

Subterranean Evolution / Subterranean Progenitors
Can expand a colony, giving it one deposit that gives +2 max districts, +3 max of a random rural district
Expanding a planet costs 600 energy and minerals, 25 influence
Homeworld starts fully expanded, with three deposits
With Mastery of Nature, colonies can be expanded a second time
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

Natural Hunters
Requires Militarist Ethics, not Xenophile Ethics
+250 army starting experience
+25% army morale
+ unity and influence when killing aggressive spaceborne aliens
Can build a hunting preserve on planets with dangerous wildlife, which gives hunter jobs
Starts with Dangerous Wildlife Removal tech

Primitive Cyborgs
Requires Materialist
+10% computing and industry research
Starts with Powered Exoskeleton and Administrative AI techs
Starts with primitive cyborg trait, giving +10% habitability, +5% army damage, +20 leader lifespan. Will be replaced by vanilla cyborg trait if they take the Flesh is Weak perk.
Starts with repugnant trait
Cannot take psionic ascension path
Cannot be removed after game start

Zealous Crusaders
Requires Spiritualis and Militarist, not Merchant Guilds, Corporate Dominion, or Imperial Cult
+10% fire rate
Priests produce +2 naval capacity and +1 defensive army, but no longer produces society research
Can use Impose Religion war goal, mostly identical to Impose Ideology
With Cosmic Religion active, Impose Religion war goal will impose your religious modifier on the defender
Not friendly with non-spiritualists
With Cosmic Religion active, not friendly with the wrong kind of spiritualists, either

Biological Engineers / Engineered Drones
+25% Biology Research
+1 Gene Modification Point
-20% Modify Species Special Project Cost
Starts with Genome Mapping tech

Peaceful Collective
Requires authoritarian, either xenophile or pacifist, not either militarist or xenophobe, does not have slaver guild, police state, or Ancien Régime civic
+5 stability
+5% worker and specialist output
+10 opinion from non-egalitarian empires
Must use No Wars policy
Cannot use slavery

Syncretic Equals
Same civic restrictions as Syncretic Evolution
Will get 12 pops of a secondary species
Secondary species has no required traits, and has +1 trait point

Livestock Ranchers
Requires xenophobe, not egalitarian, not corporate, same civic restrictions as Syncretic Evolution
Will get 6 pops with the delicious trait


Company Housing (Megacorp)
Requires not having Egalitarian Ethics, does not have Free Trader civic
+10% Growth from Immigration
-10% Housing Requirements
-20% Resettlement Cost

Automated Labor (Megacorp)
Megacrop equivalent to Mechanist
Can build a unique branch office building

Agribusiness (Megacorp)
Requres Pacifist Ethics, does not have Syncretic Evolution or Indentured Assets civic
Agriculture districts give +1 housing and farming jobs
Farmers produce +2 trade value

Royal Trading Company (Megacorp)
Cannot have Criminal Heritage or Gospel of the Masses civic
Megacorp equivalent to Aristocratic Elite, nobles give +4 trade value, only 2 servant jobs from capital buildings (see Aristocratic Elite, below)

Tech Startup, requires materialist (Megacorp)
Head researcher replaces some executives, also gives +4 trade value
researchers provide +3 trade value

Front Corporation (Megacorp)
Cannot have the Free Trader civic
Megacorp equivalent of Shadow Council

Health Maintenance Organization (Megacorp)
+1 Gene Modification Point
-20% Modify Species Special Project Cost
+4 trade value from medical workers
Starts with Genome Mapping and Genetic Healthcare techs
Can build a unique branch office building

Megastore (Megacorp)
+15% consumer goods from artisans
Between 0 and +4 trade value from artisans, depending on economic policy

Constructon Company (Megacorp)
-10% build cost and upkeep for buildings and districts
Can build a unique branch office building

Mining Corporation (Megacorp)
Cannot have the Free Trader civic
Megacorp equivalent of Mining Guilds


Living World (Hive Mind)
Starts on a size 25 hive world with rare deposits
Has hive mind preference, can only settle hive and gaia worlds

Syncretic Livestock (Hive Mind)
Requires not having Living World or Devouring Swarm civic
Will get 8 pops with the delicious trait

Hive Queen (Hive Mind)
+1 Governor Level Cap
Spawning pools give hive queen jobs instead of spawning drone jobs
Hive Queen jobs give +30% pop growth, +5 amenities and unity, +2 defensive armies


Efficient Administrative Protocols (Machine Intelligence)
+30 Administrative Cap

Deepspace Networking (Machine Intelligence)
+15% Naval Capacity
-2.5% ship upkeep

Modular Constructon (Machine Intelligence)
+20% Industry Research
+1 Robot Modification Point
-15% Modify Species Special Project Cost
Starts with Powered Exoskeleton and Machine Template System

Atom Splitters (Machine Intelligence)
+1 energy from technicians

Machine World (Machine Intelligence)
Requires not Rogue Servitor, Driven Assimilator, or Determined Exterminator
Starts on a size 16 machine world
+15% Terraforming Speed

Changed Civics
Warrior Culture/Private Military Companies/Strength of Legions/Warbots
Starts with Centralized Command tech

Slaver Guilds/Indentured Assets
Slaves can work Artisan and Metallurgist jobs (unless they have the serviles, prole, or nerve stapled trait)

Technocracy
researchers produce +1 research

Natural Neural Network/Static Research Analysis
+1 research from Synapse Drone/Coordinators

Efficient Bureaucracy/Divided Attention
+30 Administrative Cap

Private Prospectors
+20 Administrative Cap

Naval Contractors
Soldiers produce +1 trade value

Subspace Ephapse
-2.5% ship upkeep

Environmentalist
Can build nature preserves, giving amenities and culture workers at the cost of 1 district

Corvee System
Can use public work planetary decision, which gives -5% building costs, +5% build speed, +5 laborer jobs, +1 laborer job per 20 pops, lasts for 10 years
Laborer jobs give +1 minerals, +2 amenities

Shadow Council
+1 ruler political power

Philosopher King
+10% leader xp gain

Feudal Realm
-0.25 worker political power
Can always use the Stratified Economy living standard

Aristocratic Elite
+3 servant jobs from capital buildings (noble servant jobs can be filled by free or normally enslaved pops)
+3 servant jobs from Noble Estates

Exalted Priesthood
High Priests give +10% spiritualist ethics attraction
priests produce +1 amenities

Merchant Guilds
clerks produce +1 trade value

Meritocracy
Pops take 25% less time to demote strata

Mechanist
Capitals produces +1 Roboticists job

Idealistic Foundation
+50% egalitarian ethics attraction

Life Seeded
Available to Megacorps

Syncretic Evolution
Available to Megacorps


Refugee Events
- Starvation can cause pops to die or flee
- 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
- Free Haven civic makes empires more likely to attract refugees
- Fanatic Egalitarians are more likely to attract slave refugees
- Non-pacifist, non-xenophile slave empires can steal pops from neighbors that they have no significant diplomatic deals with


New Edicts
- Infrastructure Campaign, -10% building and district construction costs, +10% build speed (hive mind version costs 500 food, gives 12% bonuses)
- Army Recruitment Campaign, +25% army build speed, +100 army starting experience, +25% militarist ethic attraction, requires militarist ethic and comms with aliens
- Machine Research Campaign for machine empires, increases engineering and computing research by +10%
- Dark Matter Research, +10% research speed, costs 50 dark matter, requires Dark Matter Drawing
- Zro-Enhanced Piloting, +10% evasion, +10% ship speed, +1 sensors, costs 50 zro, requires Zro Distillation
- Zro-Enhanced Soldiers, +25% army damage and morale, costs 50 zro, requires Telepathy

Changed Edicts
- Farming Subsidies for hive minds give +30%
- Hive mind droning campaign gives +25% growth speed


Ascended Empires get some machine empire swaps:
- Harmony traditions, will get machine empire opener, Self-Preservation Protocols instead of Mind and Body
- Expansion traditions, get machine empire version of A New Life
- Can research and build mega-warforms (their version of the tech requires sentient combat computers)
- Drone Campaign instead of Healthcare Campaign
- Access to Grid Amalgamation and Chemical Processing species rights, cannot use Livestock and Processing species rights
- Can take the synthetic Age and Machine Worlds perks

- Upon Synthetic Ascension, pops will get traits based on their biological traits


Machine Empire Balance
- Machine Intelligence uses 25% less housing
- Machine Intelligence have a native +10% pop assembly speed
- Robot/Machine Assembly Plants give 2 jobs
- Replicators and Roboticists produce +3 engineering research
- Bio-Reactors give +1 technician jobs
- Machine Empires produce 6 energy from technician (up from 4)
- Fabricators produces 4 alloys (up from 3)
- Artisan Drones (Rogue Servitors) produce 8 consumer goods (up from 6)
- Brain Drones produce 5 research (up from 4)
- Coordinators produce 2 engineering and 1 society research
- Maintenance drones produce +1 engineering (machine) or society (hive) research
- Organic Santuaries also adds Caretaker jobs
- Caretaker jobs give +5 amenities and +10% biolgical pop growth
- Rogue Servitor capitals give additional bio-trophy jobs


Empire Sprawl
- Empire Sprawl from districts and systems reduced
- most ruler jobs produce +1 administrative cap
- coordinators and synapse drones give +1 administrative cap
- ruler jobs give an additional +1 cap with Imperial Prerogative and Universal Transactions perks


Buildings and Districts
- Planetary Citadel building, gives +6 solder jobs and housing
- Ringworld districts give twice as many jobs and housing
- Ringworlds can build Industrial Districts, giving +2 foundry and artisan jobs (+3 foundry and +1 maintenance jobs for gestalts)
- Habitat Capital upkeep reduced
- Resource buildings can be built on thrall worlds
- Spiritualist megacorps can no longer build Corporate Culture Sites. Priests get +2 trade value instead
- Slavers Guild and Indentured Assets get a unique foundry building fos thrall worlds that produce +5 foundry jobs
- Housing buildings benifit from housing technologies
- Utopian Communal Housing has no rare crystal upkeep, higher energy upkeep

Jobs
- Healthcare workers give +10% growth speed (up from +5%)
- Clerk and Manager jobs produce slightly more trade value if any pops on planet have a high living standard
- Pops working resource producing jobs such as farmers will not promote unless the planet has unemployed robots or slaves, or the pop is decadent
- Additional tweaks to pop weights
- Roboticists and Replicators produce +0.5 robot assembly on machine worlds
- Patrol and warrior drones give +1 defensive army on hive worlds

Army
- Readded android armies
- Clone and Gene Warrior armies have their cost split between minerals and food
- 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 as much as equivalent offensive army)


New Opinion Modifiers
- Empires won't like you enslaving or purging their citizens
- They won't like you nerve stapling their citizens, either
- Nobody likes a slaving despot
- Imperialists dislike each other
- More Policy related opinions
- Some Ascension Perk related opinions
- Civic and Authority related opinions

- Two new ai personalities: Seekers of Knowledge and Xenophobic Protectionists
- More planet names for some name lists (mostly for planet classes added by Planetary Diversity)
- The two Horizon Signal techs now do something
- Horizon Signal retrovirus gives unique traits instead of standard traits
- With certain trait and civic combinations, you may start out with an exploited homeworld. With Expanded Events, this guarantees the Damaged Ecosystem event chain


Tweaks:
- Post-Apocalyptic gives proper habitability trait again
- Some civics will add one or more faction demands to a relevant faction
- Slaves can always be resettled, regardless of resettlement policy
- Megacorps a third as likely to spawn
- Max leader level increased to 15
- Pops produce more base crime (+3, up from +2)
- Fallen Empires spawn with some megastructures
- Expansion Opener gives +33% colony development speed
- Courier Network gives +30 administrative cap
- Surrender threshold for most standard wars have been reduced
- Habitats have an inate +2.5% specialist output bonus
 
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Omniscient

Major
32 Badges
Oct 31, 2006
726
15
  • Stellaris
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
1.1.3
Additions:
- With certain trait and civic combinations, you may start out with an exploited homeworld. With Expanded Events, this guarantees the Damaged Ecosystem event chain
- Chinorr Combine, added the Poisonous and Slow Breeder traits
- Chinorr Combine have Tropical habitat prefrence, always start with an exploited homeworld

Bug Fixes:
- Machine empires not getting buildings

1.1.2
Added compatibility with Diverse Districts

Additions:
- New Civic: Machine World
- New Civic: Mining Corporation
- Additional civic-based faction demands
- Roboticists and Replicators produce +0.5 robot assembly on machine worlds
- Patrol and warrior drones give +1 defensive army on hive worlds

Tweaks:
- More admin cap from civics
- Tweaked health and damage of machine empire defensive armies
- Zealous Crusaders not available with Merchant Guilds, Corporate Dominion, or Imperial Cult civics
- With Zealous Crusaders, priests benifit from the Ground Defense Planning tech

Bug Fixes:
- Progressive faction no longer unhappy about synths with migration control

1.1.1
Additions:
- Housing buildings benifit from housing technologies

Tweaks:
- Utopian Communal Housing has no rare crystal upkeep, higher energy upkeep
- Increased production from civic-specific branch office buildings by 1
- Tweaked some job weights

Bug Fixes:
- Synaptic Extensions/Modular Depots Traditions give +2 housing to housing buildings, as advertised
- Hunting and nature preserves can be built on your capital if the deposit isn't added on game start for any reason.

1.1.0
Additions:
- New Trait, Regenerative Tissue

Tweaks:
- Reduced overall likelyhood that a pop will flee
- Pops being purged (not displaced) will not flee from starvation
- Pops are much less likely to flee to a country their previous owner was at war with, if there are any other options
- Adjusted AI weights on civics
- Hive Queen civic cannot be removed or added after game start

Bug Fixes:
- fixed refugee weights being additive instead of multiplicative, as intended

1.0.9.3
Up to date with latest Glavius AI patch

Tweaks:
- Construction Company's unique building gives +1 clerk jobs
- Pops fleeing starvation are much less likely to flee if there is still food stockpiled
- Ruler and specialist pops less likely to flee starvation
- Tweaked logic of where starving pops will try to flee to

1.0.9.2
Tweaks:
- Royal Trading Company cannot be added or removed later

Bug Fixes:
- Planetary Capitals not giving right number of jobs

1.0.9.1
Tweaks:
- Pops being purged (expect by displacement) are 100 times less likely to flee from starvation
- Pops dying of starvation will give homicidal empires the same resources as if they were purged normally
- Tweaked some pop weights to better match current version of Glavius AI Mod

1.0.9
Additions:
- With Corvee System civic, can use public work planetary decision

Bug Fixes:
- Fixed error in Hive Mind job

1.0.8
Additions:
- New Civic, Megastore
- New Civic, Constructon Company
- New Civic, Hive Queen

Tweaks:
- Changed some pop weights to better match current version of Glavius AI Mod

Bug Fixes:
- Tooltip for Technocracy wrongly showing 1+% science from researchers, instead of +1 science
- Zealous Crusaders not getting naval cap from priests
- Syncretic Equals available to Megacorps, as originally intended
- Engineered Pheremones give the correct amount of extra amenities

1.0.7.2
Tweaks:
- Chance of pops fleeing due to slavery or poverty has been reduced even more
- Pops half as likely to flee slavery from countries with slavers guild or indentured assets civic
- Buildings no longer need immunity from being ruined, as AI can repair ruined buildings again

1.0.7.1
Updated for beta patch 2.2.4

Tweaks:
- Fungal Colony no longer compatible with hive minds

Bug Fixes:
- Fixed Covert Robot Assembly Plant giving society instead of engineering research

1.0.7
Updated to final patch 2.2.3
Updated required mods to 2.2.3 Glavius AI mod

Additions:
- New Civic, Syncretic Equals
- New Civic, Livestock Ranchers
- New Civic, Syncretic Livestock

Bug Fixes:
- Hive Prefrence trait will not longer be selectable when creating a new empire. Living World civic gives hidden +100% gaia world habitability instead.
- Fixed organic empires getting Hotjoin Protocols tradition

1.0.6
Updated for new version of Glavius AI mod

Additions:
- New Civic, Peaceful Collective

Tweaks:
- Chance of pops fleeing due to slavery or poverty has been reduced
- Spiritualists don't like Primitive Cyborgs

Bug Fixes:
- Pops won't flee to countries that have no communication with their current owner

1.0.5
Updated for new version of Glavius AI mod

Additions:
- New Trait, Delicate
- New Trait, Signal Repeater
- New Trait, Shoddy Transmitters
- New Civic, Atom Splitters

Tweaks:
- Nerve Stapled gives +10% bonus to jobs, pops have no political power
- Droid Armies auto-upgrade to Android Armies upon tech increase
- Upon Synthetic Ascension, pops will get traits based on their biological traits
- Pop job weights now include traits from More Events Mod
- Upkeep of planetary citadels increased, in line with other tier 3 buildings

Bug Fixes
- Upon Synthetic Ascension, armies upgrade to Android rather than Droid Armies
- Fixed not being able to upgrade fortresses to citadels

1.0.4
Additions:
- New Civic, Biological Engineers
- New Civic, Engineered Drones
- New Civic, Modular Construction

Tweaks:
- Expansion Opener gives +33% colony development speed (up from +25%)
- Courier Network gives +30 administrative cap (up from +20)
- Surrender threshold for most standard wars have been reduced
- HMO civic gives +1 biological trait point and -20% gene modding cost, no longer gives +15% population growth
- Spiritualist megacorps can no longer build Corporate Culture Sites. Priests get +2 trade value instead
- Habitats have an inate +2.5% specialist output bonus

Bug Fixes
- Upgraded habitat capital giving gestalts administrator jobs
- minor bug fixes

1.0.3
Additions:
- New civic, Zealous Crusaders
- Automated Labor gives a unique branch office building

Tweaks:
- HMO Private Clinic / Backalley Clinic give +5 energy and society research
- Idealistic Foundation gives +50% egalitarian ethics attraction
- Company Townships renamed Company Housing
- Colonists produce +2 food (up from +1)

Various Minor Bug Fixes

1.0.2
Updated for new version of Glavius AI mod

Tweaks
- Fungal Colony gives -25% pop growth (down from -20%)
- +1 venerable elder job per 100 pops (up from 50)
- Ancient costs 3 (down from 4)
- Ancient gives +300 leader lifespane (up from +200)

Bug Fixes
- Removed some outdated job weights

1.0.1
Additions:
- Banning resettlement won't stop you from resettling slaves
- Added an additional civic-dependent faction demand
- With Environmentalist Civic, can build nature preserves, giving amenities and culture workers at the cost of 1 district
- Clerk and Manager jobs produce slightly more trade value if any pops on planet have a high living standard

Tweaks
- Increased empire sprawl from districts and systems to +0.75 and +1.5 (from +0.5 and +1.0)
- Coordinators and Synapse Drones give +1 administrative cap (down from +2)
- Imperial Prerogative and Universal Transactions perks give +1 administrative capacity to ruler jobs (down from +2)

Bug Fixes
- Mechanists get roboticists on habitat capitals
- Added Bio-Trophy jobs to habitat capitals

1.0.0
Initial Release
 
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