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
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
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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