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Once activated, those can and will affect all empires, including the AI.
- Receive a unique and powerful modifier
- Try to Ascend further - this will give you a chance to complete an expensive research, granting you access to another Ascension Path.
New Path <= Requirements:
- Psi <= Bio / Cyber + Cybernetic Creed, Soul Forge or Zro Manufacturer
- Bio <= Psi / Cyber
- Cyber <= Bio / Psi + Soul Forge / Synth (if there's organics)
- Synth <=
- Modularity <= Synth / Cyber
- Nanotech <= Synth / Psi
- Virtual <= Bio
-- Completing it will reveal one of the 4 Ascension Perks that are otherwise hidden Ascension Peak, details below
Ascension Peak - Biological :- Requirements : Empire Specialization - Ascension Completion (Biological Path)
- +4 Points Picks & +7 Traits; +33% Species Cost
- Unlocks the traits from the Overtuned origin (not the edict)
- Unlocks new uniques and powerful traits :
- Twins / Triplets
- Systemic Reflexion / Rythmic Brain / Natural Minds
- Rapid Metabolism
- Armored / Transfiguration
- Redundant Organs / Second Brain / One Minded (Hive-mind only)
- Environmentalist
- Responsible
Ascension Peak - Cybernetics :- Requirements : Empire Specialization - Ascension Completion (Cybernetics Path)
- +1 Trait Pick & +2 Traits (Bio / Machine / Robots); +15% Species Cost
- -10% Pop Upkeep / Amenities; +10% Pop Production; +1 Assembly
- +10% Unity & Research
- Every year, grant 25 Unity per Cybernetic Pop
Ascension Peak - Mechanical :- Requirements : Empire Specialization - Ascension Completion (Mechanical Path)
- +20% Unity & Research; +2 Assembly
- +3 Points Picks & +5 Traits (Machine / Robots); +33% Species Cost
- Unlocks Policies : Boost Production (+20% Basic Resouces / +15% Advances Resources / +3 Assembly)
- Unlocks Edicts : Overdrive (+50% Jobs Production; +100% Pops Upkeep & +30% Amenities Usage)
Ascension Peak - Psionics :- Requirements : Empire Specialization - Ascension Completion (Psionic Path)
- +33% Unity & Research
- +2 Telepaths & +1 Unity per Telepaths
- Unlocks the Jump Drives Tech and gain option for the Psi Jump Drives, Psionic Shields & Precognition Interface Techs
- Unlocks Edicts :
- Spawn a Psychic Avatar; 2000 Energy; 3 years (it doesn't use Naval Cap)
- Contact the Covenant of your choice, having all 4 will have a special effect; 5000 Energy; 10 years, not linked to the Shroud cooldown
Ghost in the Machine :- Requirements : Droids Tech; NOT Machine Empire
- For each techs, you have a 20% chance to start the event chain - it won't start, nor continue, if the Machine Uprising is on-going, or you turn into a Machine Empire
- Techs and ethics will accelerate the process
- Events will show progressively the "Ghosts" appearing; flavor, no consequences
- Techs may be gained, but secretly - pushing you further into the event chain
- The conclusion is based of the treatment of the robots; this will stop the original Machine Uprising event chain (if you have the DLC)
Clonal Degeneration :- Requirements : Cloning Tech; Organic Empire; NOT Clone Army
- For each techs, about 5% chance to start the situation - chances varies with each techs
- Cloning Building has 1% every 2 years to start the situation
- The situation will help you see how you handle the crisis
- During the situation, you can choose to take the Clonal Degeneration AP to help you
- Resolving the situation will unlock the Pinnacle AP; failing would render your pops infertiles or unable to assemble pops
Ghost in the Machine :- Requirements : Completed the Ghost of the Machine event chain
- +1 Robot Trait Point & Pick
- +10% Robot Jobs Production
- -15% Robot Amenities Usage
- +15% Computing Research Speed
Clonal Degeneration :- Requirements : Having the Clonal Degeneration situation ongoing
- -1 Trait Point & Pick
- -10% Jobs Production
- +10% Amenities Usage
- Will greatly help to handle the situation
Pinnacle :- Requirements : 15 trait points used; pass the Clonal Degeneration Situation
- +15% Jobs Production; -30% Pops Upkeep
- +30% Growth Speed
- +5 Traits +2 Picks
- Unlocks the Transgenesis Techs
Colossal Warfare :- Requirements : Owning a Juggernaut / Colossus or Star-Eaters
- +250 Unity per Juggernaut, Colossus or Star-Eaters
- +50 Unity per Titans
- +50% Build Speed for all of them
- +20% Naval Cap
- +10% Fleet Diplo Weight
Wormhole Generator :- Requirements : Wormhole Stabilization technology & >=2 AP
- Unlock a Decision (=> can only be used on inhabited planet) to select a system, then repeat with a second Decision on another system, this will create a linked wormhole after 2 years, for 5k Energy
- Techs to unlocks :
- A starbase building in systems with wormholes, to greatly enhance the starbase and its defenses platforms, and also the allied ships
- Increase ship speed, then MIA from the second tier, and finally, increase the effectiveness of the Quantum Catapult
- Propose to create a wormhole pair with a Federation Member; 1 project at the time per federation, limited to once per member (unless they also got the AP), cost 5 Energy during 2 years and it can be done at the same time as the normal one
- +20% Dimensional Lock Duration
Artificial Gravity :- Requirements : 1 inhabited Ring World OR 1 Habitats max size, without Ruined Orbitals and 10 used districts
- -15% Gravity Snare Cooldown
- Habitats / Ring World Decision, at 0 free district :
- +2/1 District, can be done twice (3 years, 2000/3000 Alloys, +1000 Alloys for the 2nd time)
- +3 Pop Assembly OR -25% Pop Housing Usage (3 years, 1500 Energy)
- +10% Job Production (3 years, 1500 Energy)
Durasteel Curtain :- Requirements : Eternal Vigilance & Grasp the Void AP
- +5 Starbase capacity & +10 Defense platform cap
- +50% Starbase & Defense platform Damage & Hull
- For each owned starbases : Defense platform Build Speed +2% & Cost -0.66%
- Techs :
- +2 Building +1 Module & -25% Upgrade Cost / Speed on Starbases
- Orbital Rings automatically fill their Defense platform slots, 1 per year to a max of 20
- Halve the Timer; max go to 50
- Defense platforms are disable not destroyed, then they automatically repair themselves after battle
Decrepit Fools :- Requirements : Kill a Fallen Empire
- +25% Diplo Weight per Rivals
- Unlock their techs, can create their fleets / Defensive Platforms (using an Edict) & buildings (Decision)
Gaze long into the Abyss.. :- Requirements : 3 AP
- Unlock the Abyss Seeker, a unique starbase building for black hole (+25 Physics & +5% Physics Research Speed; with techs, also Engineering / Society)
- Having 3 double the production
..The abyss gazes also into you :- Requirements : 3 Abyss Seekers starbase buildings
- +15% Research Speed & +20% Dimensional Lock Duration
- Grant access to the Shroud, if not already unlocked
- Start the Horizon Signal event chain, if no one already started it (the tooltip updates itself to show if you will have it or not; AI/Gestalt can't have it)
Lunar Applications :- Requirements : 2 AP
- Unlock Decisions if the planet has Moons, any Decisions use moon capacity, base cost is 1000 Alloys :
- Unlocked by Ascension Path, all cost 2500 Alloys & Energy, 5 capacity & 1 use :
- Lunar Industrialization : +10% Energy / Minerals / Food or +5% Alloys / Consummer Goods; cost 1500 Alloys; cost 2 capacity; 1 use
- Lunar Beauty : +5% Happiness / Amenities; cost 2 capacity; 3 use (subsequent use upgrade the initial choice)
- Lunar Labs : +5% Research; cost 2 capacity; 3 use
- Lunar Expansion : +1 District & Building Slot; +1000 Alloys per use; cost 3 capacity
- Lunar Clones : +5 Pop Assembly; Requires Bio Path
- Lunar Factory : +3 Pop Assembly & +10% Housing; Requires Synthetic Path
- Lunar Shroud : 33% to shroud the moon, +25% Unity, double if moon is shrouded; Requires Psionic Path or as a Hive and gone Psionic
- Lunar Cyberetic Facilities : +1 Pop Assembly, -15% Amenities; Requires Cybernetic Path
Lunar Weaponization :- Requirements : Lunar Applications AP & Mega-Engineering tech
- Unlock Decisions following the same rules as the Lunar Applications AP; they are steps, requiring previous Decisions to be done; cost 1500 Alloys; cost 3 capacity & 1 use :
- Lunar Defenses : -15% Bombardement Damage & +20% Armies Defense Health
- Lunar Bunker : -35% Bombardement Damage & +50% Armies Defense Health
- Lunar Weaponization : -50 Energy / Alloys & -3 Districts for 2100 days, then it's ready and, upkeep -5 Energy / Alloys & -1 Districts
- Lunar Implosion : Destroy the moons, orbiting fleets, orbital ring, some orbital stations & ships; partially devast the planet & kill some pops; cost only 5000 Energy
Federation Focus :- Requirements : Having a Federation
- +50 Naval Cap, +20% Ship Speed & +10% Diplo Weight
- +10% Diplo Weight when supporting
- +1 External Leader Pool Size
- Choose between one of the two, for the Federation benefit (it will stay in this Federation even if you leave) - each member taking the same choice multiply the effects :
- Pacifist : -30% Cohesion Lost on joining / Leaving / Ethics Penality & +25% Research Sharing; +10% Leader Diplo Weight
- Militarist : +20% Fleet Contribution +100% Naval Cap Contribution (force you to use more of your Naval Cap for the Federation, but it counts for twice as much); +10% Leader Diplo Weight (limited to 3 times)
Ruin and Desolation :- Requirements : Homicidal OR Become the Crisis AP OR Has Destroyed 3 countries
- -100% Purge Time & +50% Bombardement Damage
- Pop Purged / Bombarded : 100 Unity
- Planet Destroyed : 10k Unity
- Country Destroyed : 150k Unity
Mega-Engineering Perfection :- Requirements : Galactic Wonders & Master Builders AP
- +50% Megastructure Build Speed, +1 Megastructure Build Cap
- 1 Special Project per Megastructure owned :
- Dyson Sphere / Matter Decompressor / Science Nexus / Mega Art Installation : +15% Production
- Wonder Sphere : +10% Energy Production & Unity
- Strategic Coordination Center : +100 Naval Cap & +5 Ship Evasion
- Interstellar Assembly : +25% Diplo Weight & +1 Envoy
- Sentry Array : +25 Base Intel & +1 Encryption / Decryption
- Mega Shipyard : +150% Ship Experience Gain
- Quantum Catapult : +20% Range, -20% Spread / Windup Time & +20% Dimensional Lock Duration
- Grand Archive : +20 Unity, +10% Anomaly Chance & Specimens Output
- Dyson Swarm : +100% Energy Job Production & +100% Station Production
- Arc Furnace : +200% Minerals / +100% Alloys Job Production
- Orbital Shipyard : +10% Ship Build Speed; -10% Ship Upkeep
- Asteroid Defense Station : Starbase Upgrade -10% Cost / +10% Speed; +5 Defense Platforms
- Aether Reactor : +10% Astral Threads; +250 Max
- Cosmic Anchor : Storm Devastation -15%
- Temporal Accelerator : Planet Build +15% Speed & -10% Build Cost
- Veilspire Nexus - Cover OP : +1 Decryption, -20% Asset OP Difficulty
- Veilspire Nexus - Counter OP : +1 Encryption, +20% Hostile Asset OP Difficulty
Reckoning :- Requirements : One of your colony had been destroyed by a Colossus / Star-Eater or the Reckoning is taking place
- +25% Ship Damage & Speed; +50% Defensive War Ship Build Speed
- +100 Naval Cap & Fleet Cap
- +5 Starbase Capacity; +15 Defense Platforms
- +50% Defense Armies Damage & Morale
- -40 Stability
Moon Assembly :- Requirements : Mega-Engineering Tech
- +20% Minerals
- Unlocks Decisions; 5 years :
- Create a moon from asteroids in the system; 2500 Energy & Minerals
- Move an existing moon in the system; 5000 Energy
Unfathomable :- Requirements : Technological Ascendancy, Transcendent Learning & Enigmatic Engineering AP - Being the 1st to take it
- +30% Research Speed & Leader Experience Gain
- +30% Researchers & Station Science Production
- +2 Decryption & Encryption
- +1 Scientist Cap & L-gate Insights
Warden :- Requirements : Primitive Civilization Technologically Enlightened & Policy : Enlightenment is Allowed
- Lock the Enlightenment Policy to Allowed
- +33% Speed, +2 Skill & -2 Difficulty to the Enlightenment Operation
- 25 000 Unity for each Technologically Enlightenment; they also have +1.5 Loyalty
- Unlocks an edict to turn a Fanatic Xenophobe Primitive into a Xenophile; 1000 Energy & 3 Years
Sanctuaries :- Requirements : Has Pre-sapients; Policies : Native interference is Subtle / Not Allowed, Native enlightenment is Prohibited & Pre-sapients is Protected
- The following Policies will be locked : Native interference is Passive Studies, Native enlightenment is Prohibited & Pre-sapients is Protected
- +20% Monthly Unity & +10% Happiness
- +15% Capture Chance, +25 Vivarium Capacity
- 150 Monthly Unity & +1 External Leader Pool Size per Primitive Civilization in your border
Planetary Infrastructures :- Requirements : 3 Non-artificial Planets
- +2 Max District on Non-Artificial Planet
- +10% Max District & +4 Max Building
- +25% District Cost & +10% Upkeep
- +20% Building Build Speed
Enforce Prerogative :- Requirements : Imperial Prerogative AP
- +5 Stability; -25% Demotion Time & Empire Size from Districts
- +3 Pops on Colony & +100% Development Speed
- -20% Influence Cost when expanding by Starbases or Claims
Empire Founder :- Requirements : Shared Destiny AP & at least 1 subject
- +1 Envoys, +5% Unity & Diplo Weight per Subject
- +20 Subjugation Acceptance, +25 Trust Cap & +1 Monthly Loyalty
- 25000 Unity for the Overlord and all Subjects; gain this amount again when a new subject joins
Loyal Subject :- Requirements : Overlord has the Empire Founder AP
- +50% Unity
- +2 Monthly Loyalty, +50 Trust Cap & -150 Subjugation Acceptance
- 25000 Unity for you, and 50000 for the Overlord
One Unit :- Requirements : Machine Empire
- −10% Pop amenities usage
- +10% Unity
- -10% Crime
Executive Vision :- Requirements : One Vision OR One Unit & Executive Vigor AP
- +2 Civics, +1 External Leader Pool Size
- +15% Unity & -15 Crime
- +100 & +25% Edict Fund
Tradition Zenith :- Requirements : Ascension Specialization - Tier 3
- +10% Influence & Unity
- +10% Planetary Ascension Effects, Agenda Duration & Progress
- -25% Government Reform Cooldown & -50% Cost
- +1 Civic Slot which is automatically filled with the Government Reform Civic
Quantum Nexus :- Requirements : Techs : Global Energy Management & Quantum Energy States
- +10% Energy & Physics
- -10% Buildings & Districts Energy Upkeep
- +25% Specimen Selling Cost
Explorer's Instinct :- Requirements : Techs : Automated Exploration Protocols
- +10% Anomaly Chance
- +33% Anomal & Survey Speed
- +2 Archaeology/Rift Clues & +10% Speed
- +50 Vivarium Capacity
Agricultural Revolution :- Requirements : Has Food Upkeep & Techs : Food Processing
- +10% Food
- -10% Food Pops Upkeep
- +20 Habitability Minimum
- +33% Culling Reward
Hyper Relays Network :- Requirements : Techs : Hyper Relay
- +2 Ship Sensor Detection
- +4 Planet Sensor Detection
- +10% Ship Speed
- +20% Hyperlane & Hyper Relay Windup
- Refund 20% of the alloys & rare crystals
The Fall of Everything :- Requirements : Homicidal or has Ruin and Desolation AP; 4 AP; not Custodian / Emperor
- +100% Naval Cap +100 Fleet Cap
- +15% Damage to default empires
- Start wars against every default empires you know, and every future empires
- Forced to use the Agressive First Contact policy, to leave your Federation and the Galactic Community; leased fleets are lost
- -1000 Opinion to and from everyone
Global Conglomerate :- Requirements : Megacorp, not Criminal Heritage; >=2 empires with Branch Offices
- +20% Trade Value
- +25% Branch Offices Value & Specimen Selling Cost
- -25% Branch Offices Cost & Empire Size
Spire of Enlightenment :- Requirements : >=3 AP & Unity of Purpose or Artificial Moral Codes tech
- +5% Research Speed, +1% Aganda Speed & +25 Unity and Science per AP taken
Sands of Time :- Requirements : >=3 AP; Techs : Dark Matter Drawing & Shield Hardening
- +15% Research Speed; +10% Unity & +1 Starting Leader Level
- +20% Dimensional Lock Duration
- Titans & Juggernaut Aura : Chrono Field
- Enemies fleets : +100% Emergency FTL Jump Cooldown; -10% Fire Rate; -15% Ship Speed
- Allied fleets : -33% Emergency FTL Jump Cooldown; +10% Fire Rate; +15% Ship Speed & Shield in Friendly Territory
Council Elder :- Requirements : Custodian, Council Member Permanent or was elected twice; NOT Imperial Authority AP
- +1 Encryption
- +2 Envoys
- +20% Galactic Reforms Vote Strength
- +10% Diplo Weight when supporting
- +20 Edict, +1% Unity from Jobs & Diplo Weight per Galactic Member
Imperial Authority :- Requirements : Galactic Emperor; NOT Council Elder AP
- +2 Codebreaking & Encryption
- +2 Starbases Cap & Envoys
- +20% Influence
- +10% Diplo Weight when opposing
- +30 Edict, +3% Jobs Production & Diplo Weight per Galactic Member
Alliance Director :- Requirements : Federation Leader; only 1 per Federation
- Only when Leader : +50 Edict, +10 Stability
- +1 Envoys, +15% Diplo Weight, +15% Federation Naval Contribution & +10% Diplo Weight when supporting
- For the Federation : +5 Experience, +2 Monthly Cohesion
Gestalt Synchronisation :- Requirements : Gestalt
- -10% Amenities Usage & Pops Upkeep
- +2 Housing & +1 District (non-artificial planet)
- +1 Unity per Admninistrator
Through the Looking Glass :- Requirements : NOT Reality Cracks AP; Shroud Breached OR Become the Crisis AP, level 5
- If Crisis : +10% Damage against Default Empires & Megastructure Build Speed
- Else : +10% Damage against Crisis Player & -25% Shroud Cooldown
- Psionic Pops : +25% Psionics Production
- Else : +15% Jobs Production
- +100% Psionics Research Speed
Reality Cracks :- Requirements : NOT Through the Looking Glass / Become the Crisis AP; a working Aetherophasic Engine exist
- +1% Unity * number of allies in the Crisis war
- +25% Ship Build Speed & -10% Cost
- +5 Stability (-3 for each allies destroyed; can go negative; don't need the AP to suffer the malus)
- When the crisis is killed : 50k Unity; Previous malus is remove
Into the Void :- Requirements : >35 years; Own a rim system of the Galaxy; once per galaxy; Wormhole Stabilization or Jump Drive tech
- +10% Ship Speed, Catapult & Jumpdrive Range
- Spawn a system with 2 size 10 habitats, inhabited by primitives
- Federation DLC : A Juggernaut can be salvaged with +25% Weapon Range (yes, you can use this to go over the cap)
- OR Resources - OR Sciences and a unique tech : +2 Shipyard Cap; +30% Build Speed; -10% Cost
Rivalry :- Requirements : Someone is rivaling you
- +10% Damage against Rival
- +1 Rival Max
- +1 Encryption, Cloaking Detection Strength & Sensor Range
- +10% Diplo Weight per Rivals
- +5% Jobs Production per country rivaling you
Pact of Unity :- Requirements : Has >=3 pacts; NOT xenophobe
- +10 Unity, +1% Diplo Weight, -3% Diplo Upkeep & +1% Diplo Weight when supporting per Pact
- +5 Diplo Acceptance, -15% Diplo Upkeep & +1 External Leader Pool Size
Blitzkrieg Doctrine :- Requirements : >=300 Fleet Cap; NOT Durasteel Curtain AP; Galactic Force Projection AP
- +120 & +25% Naval Cap
- +100 Fleet Cap; +30% Ship Speed
- -30% Hyperjump Cooldown
- -20 Starbase & Defense Platform Cap
Nemesis :- Requirements : >=1 Rival Equivalent Relative Power or higher
- Select one country to be your Nemesis - Both countries, until one dies : -20% Influence & Unity
- Survivor : +1000 Influence, 18 months of Unity & reverse the modifier
- +15% Damage against rivals
- +15% Diplo Weight per Rivals
- +25% Hostile Claim Cost
Parabellum :- Requirements : >=150 Naval Cap; Not at war; >=50% Naval Cap used
- +10% Naval Cap, Alloys Production & Influence Power Projection
- +25% Pacifist Attraction
Final Frontiere :- -10% Starbase Influence Cost & Distance Cost
- +5% Anomaly Chance
- +20% Survey & Anomaly Speed
Panopticon :- Requirements : Has Detection Array tech
- Unlock an edict; for 3000 Energy and 10 days, +2 Cloaking Detection
- +1 Cloaking Detection & Decryption
- +5 Planet & +3 Ship Hyperlane Range
- +25% Survey Speed
- +10% Capture Chance
Breaking the Chains :- Requirements : Being a Subject; Not at War; Not having Loyal Subject
- Start immediatly an independence War with your Overlord
- +10% Unity Production; -10% Influence Cost
- +10% Damage to Normal Empires, and to Superior Empires
Apotheosis :- Requirements : Leader with special traits like Chosen One, or Luminary
- +1000 Exp for every owned Leader when taken
- +10% Unity and Influence
- +1 Leader Trait Options; -1 Negative Trait
Project Cradle :- Requirements : Epigenetic Triggers technology; Not Xenophobe or Homicidal; Need one valid planet; Cost 25 000 Energy and Food, 150 Influence; Can only take one Project AP
- Populate 3 planets with pre-sapients randomly; 15% for Pre-FTL instead (+10% Unity on those planets once finished)
- +25% Society Research Speed and +10% Production
- +100 Vivarium Capacity
Project Entropy :- Requirements : Mega-Engineering technology; Cost 75 000 Energy, 350 Influence; Can only take one Project AP
- Destroy a system, turning the star into a Black Hole, Pulsar, Neutron Star, or Viridescent Lightbringer. Yes, you can use this as a one-time bomb.
- Randomly propose 3 systems neighboring hostile empire; 3 neighboring empty system; 4 random systems. Can't be inhabited and thing like that.
- +10% Stations Production
Project Gargantua :- Requirements : Mega-Engineering technology; At least one planet non-artificial; Cost 75 000 Minerals, 100 Influence; Can only take one Project AP
- Every 2 years, the 3 most populated non-artificial planets: +1 Planet Size. Total of 5 times.
- +10% Minerals
Project Tempest Genesis :- Requirements : Advanced Storm Manipulation tech; 50000 Energy, 250 Influence; Can only take one Project AP; Limited to 1
- Spawn a Cosmic Storm on the capital
- Spawn Cosmic Storms in the galaxy at random (quantity depends on galaxy size and year)
- +10% Research Speed / Diplomatic Weight while Capital is under a Cosmic Storm
- -10% Devastation from Cosmic Storm
Achromatic :- Requirements : >=20% of the galaxy stars are Black Holes, Pulsars, or Neutron Stars
- +15% Habitability Minimum & Stations Production
- +1% Unity per Black Hole, Pulsar, or Neutron Star owned
Natural :- Requirements : Has Organic Pops
- +2 Organic Traits Points
- +15% Habitability Minimum
- -10% Organic Amenities Usage
- +5% Happiness
Destiny :- Requirements : >= 14 AP
- +10% Unity, Research Speed and Diplo Weight
- -10% Empire Size Penalty
- +1 Ascension Perk
Harbinger :- Requirements : Have one of the Power Projection AP
- +10% Unity & Specimen Production
- +1 Leader Cap & Spawn
- Bonuses per Power Projection AP when taken
Starborne Philosopher :- Requirements : Transcendent Learning AP, and One Vision, One Unit, Technological Ascendancy, or Executive Vigor AP
- +1 Scientist/Official Cap, +2 Councilor Level
- +10% Research Speed, Unity, Specimen Production, Government Ethic Attraction, Agenda Duration & Progress
- -10% Edict Cost
Stellar Architects :- Requirements : Mega-Engineering Tech; Has megastructures; Colossus, Project Cradle / Entropy / Gargantua, Moon Assembly, or Lunar Weaponization AP (projects must have been completed)
- +1 Ascension Perk & Megastructure Cap
- +30% Megastructure Build Speed
- +20 000 Storage Cap
- +50 Vivarium Capacity
Where the Secret Sleeps :- Requirements : Has an archaeological site, or Spy Network
- +50% Archaeostudies Speed and Draw Chance
- +30% Intel Gain Speed & 15 Base Intel
- +30% Archaeology/Rift Speed; +2 Clues & Espionage Skill
- +20% Specimen Production
Aegis :- Requirements : 30 years of protecting someone
- Both countries gain the Aegis Civic (random if you have more than one country filling the requirement)
- +2 Defensive War Influence
- +100% Defensive War Ship Build Speed
No One's Home :- Requirements : Has a ruined megastructure
- +30% Megastructure Build Speed, Excavation Speed & Archaeostudies Speed
- +1 Megastructure Cap
- +10% Specimen Production
- +25 Unity, +10% Research Speed per Ruined Megastructures
- 10% Mega-Engineering Tech if not owned
Fermi Paradox :- Requirements : Hasn't met an intelligent species
- +20% Society Tech & Survey Speed; +30 Unity
- +2 First Contact Clues; +10% Speed
- +50% Specimen Production
Administrative Family :- Requirements : Empire Size >= 200
- +50 Empire Size; -15% Penalty
- +100 Unity; +1 Influence
- +10% Agenda Duration
- +1 Civic Slot
Singularity :- Requirements : >=7 AP; ..The abyss gazes also into you or Project Entropy AP; Once per Galaxy
- +20% Dimensional Lock Duration
- Create a Situation to break open a Black Hole; cost load of Energy, help Physics Research - Dangerous !
Echo Chamber :- Requirements : Gestalt
- +10% Unity; -20% Tradition Cost Empire Size
- +50 Edict; +2 Councilor Level
Arc Forged :- Requirements : Arc Furnace >= 5
- +10% Minerals
- +1 & +10% Alloys from Job
Cosmic Forge :- Requirements : System with Fully upgraded Dyson Swarm & Arc Furnace
- +100% Station Production
- +30 000% Star Output
- Turn planets Molten and build Arc Furnaces
Cipher Mastery :- Requirements : Negative-Time Keys tech, >= 15 Encryption, Limited to 1
- +10% Diplo Weight
- +1 Encryption
- +10 Intel & +100% Gain Speed
- Unlock a cumulative unique Trade Deal:
- You: +2 Encryption
- Them: +2 Decryption
Storm Convergence :- Requirements : Advanced Storm Manipulation tech
- Capital Medium Storm Attraction
- +25 Unity / Science per Storm inside borders
- +25% Terraforming Speed in a system with a Storm
Call of the Storm :- Tech Requirements : Advanced Storm Manipulation Tech; >2 AP; NOT Crisis, Custodian, Emperor, Subject, Defender of the galaxy AP; Storm Chasers; Limited to 1
- Start Player Crisis : Call of the Storm
- Unique Ressource, Building, Decision / Spy OP to start Cosmic Storm
- Bonuses for Fleets in Storm; Access to a dozen of techs, and the Cosmic Anchor Tier 3
- 2 new Cosmic Storms; Including a Galaxy-ending Storm that need to be stopped, as it gets progressively worse
- Option to disable AI to take it; failsafe to disable going for Custodian / Emperor
Forgotten Treasures :- Requirements : Has 3 Completed Archaeological Sites; Cost 500 Minor Artifacts
- Spawn 3 Archaeological Sites
- +33% Excavation Speed; +1 Clue
- +10% Minor Artifacts
Burnout :- Requirements : Has a Dyson Sphere Tier 3
- +5 Dyson Sphere Limit
- +50% Mining Station Production
Stormwalkers :- Requirements : Has met a Cosmic Storm; Without DLC, has a system with envionmental effects
- -15% MIA Time / Emergency Damage & Cooldown
- -50% Environmental Effects from Stars (Works with Real Space)
- +10% Ship Speed, Fire Rate, Armor / Shield Hardening in Cosmic Storm
Iron Tax :- Requirements : Naval Cap Used >= 30
- +30 Naval Cap; 10% Trade Attractiveness; -10% Ship Upkeep
- Per Naval Cap % Used:
- Default: +1% Trade Value & Ship Upkeep
- Gestalt: +0.5% Amenities & Ship Upkeep
Borderless :- Requirements : Known 50% of the Countries; Limited to 1
- -20% Diplo Weight; +20% Border Friction
- Fleets ignore Borders, but crossing non-allies territory incurs a -20 Opinion
- Industrial : +15% Alloys / Consumer Goods Production; +10% Diplo Weight Economy
- Diplomatic : +3 Envoys; +10% Diplo Weight
- Technologic : +15% Researchers Jobs Production; +10% Diplo Weight Technology
- Planet Sculpting : +25% Terraforming Speed, -25% Cost; +10% Diplo Weight Economy
- Architectural : +25% Megastructure & Planet Build Speed; +10% Diplo Weight Economy
- Unity : +25% Unity; +10% Diplo Weight Pops
- Political : +2 Influence; +10% Diplo Weight Pops
- Commercial : +50% Trade Value; +10% Diplo Weight Economy
- Industrial : +100% Amnenities, +25% Alloys / Consumer Goods, +15% Energy / Minerals / Food Production; +25% Diplo Weight Economy
- Diplomatic : +3 Envoys; +10 Diplo & Subjugation Acceptance; +25% Diplo Weight from Envoys, +50% from Council, +25% Diplo Weight
- Technologic : +50% Research Speed & an additional 50% for Repeatable Techs, +100% Researchers Jobs Production; +25% Diplo Weight Technology
- Planet Sculpting : +50% Terraforming Speed, -25% Cost, can terraform toxic worlds (like the Detox AP); +25% Diplo Weight Economy
- Architectural : +33% Megastructure & Planet Build Speed, +2 Megastructure Cap, -50% District & Building Cost; +25% Diplo Weight Economy
- Unity : +100 & +33% Unity, +2 Ascension Perks; +25% Diplo Weight Pops
- Political : +5 Influence, +1000 Edict Fund; +25% Diplo Weight Pops
- Commercial : +200% Trade Value, +5 Trade Protection & Range; +25% Diplo Weight Economy
- >500 of any Science
- >100 Techs
- >5 Repeatable Techs
- >15 Rare Techs
- >10 Scientists
- >500 Pops
- +1 Building Slot & +10% Districts
- +10% Jobs Food Production
- +10% Jobs Minerals Production
- +10% Jobs Alloys Production
- +10% Jobs Consumer Goods Production
- +20% Pop Growth
- +8% Happiness
- +15% Robot Production
- +15% Jobs Energy Production
- +2 Rare Crystals
- +15% Exotic Gaz; -5% Minerals
- +10% Shield
- +25% Energy Station Production
- -15% Gateways Cost
- -10% Empire Size from Districts
- +10% Research Speed
- -20 Crime
Those kind of replace the role of infinite buildings that produces those ressources
Sky :- Requirements : Vertical Habitat Engineering tech
- +3 Housings; +2 Clerk
- +5 Amenities or +5% Happiness
Subterranean :- Requirements : Subterranean Infrastructure Mastery tech; planet size >10
- +7 Housings; +2 Clerk
- +2 Defense Armies; +10 Crime
Aquatic :- Requirements : Aquatic Urbanization tech; wet world
- +4 Housings; +2 Clerk
They all affect Orbital Bombardment Damage; and +0.5 District with the Urban Expension Protocols tech
Those are affected by hive / machine; gain housings like the main City District
All limited in numbers, generally 2; +2 if Mastery of Nature / Environmental Architects
Archaeological :- Requirements : Relic world, Precursor or an archaeology site; only 1
- +2 Housings / Archaeoengineers (+1 with Archaeo-Engineers AP)
- +10% Researcher Production
Astral Observation :- Requirements : +1 if Astral Rift/Scar; +1 Planetary Storm Negation tech
- +2 Housings / Astrometeorologist (+1 with Storm Convergence AP)
- +10% Researcher Production
- +1 Energy/Minerals/Food if Cosmic Storm
Use a Decision; if using the Districts, need the Archaeological District
- +3 Astral Threads; +500 Max Stockpile
- +3 Minor Artifact; +500 Max Stockpile
- +25% Archaeotech Weapons Damage
- +2 Building Slots
- +5% Job Production
- +15% Station Production
- +1 Encryption
- +50 & +10% Unity
- Create an Astral Scar, once
Orbital Shipyard :- Tech Requirements : Orbital Ring
- A modified Orbital Ring used exclusively for shipmaking; 3 Tiers, up to :
- 9 shipyard
- 35% Build Speed
- -35% Build Cost
Asteroid Defense Station :- Tech Requirements : Corps of Engineers
- Uses asteroid to produces cheap static defense; 3 Tiers, up to 30 asteroids
- Multiple Defense Station in a system will fuse defenses together
- Missing Defense Stations are replaced every 2 years
Aether Reactor :- Tech Requirements : Astral Harvesting
- Uses an Astral Scar to produces Astral Threads and reduce upkeep cost; 3 Tiers
- Fleet and Station Upkeep: -10%
- System Fleet and Station Upkeep: -30% / -60% / -90%
- Ruined version can spawn
Cosmic Anchor :- Tech Requirements : Advanced Storm Manipulation
- Produces Energy and Physics while in a Storm; 2 Tiers
- Stations Production : +10% / +30%
- Tier 2 : Lock a Cosmic Storm in place, to use it to your benefits
Temporal Accelerator :- Tech Requirements : Subspace Sensors
- 3 Tiers; Unlock an Edict at Tier 3
- Modifiers up to :
- Only for Tier 3 :
- Research Speed : +25%
- Ship Build Speed : +30%
- Building Build Speed : +50%
- Megastructure Build Speed : +33%
- Leader Experience Gain : +15%
- Stability : -5
Veilspire Nexus :- Tech Requirements : Gravitic Sensors; Total of 4 Decryption / Encryption Techs
- 3+1 Tiers; For the Tier 4, choose between Intelligence Gathering, or Counter-Intelligence; requires Tech 3 in Decryption or Encryption
- Modifiers up to :
- At Tier 4, for Intelligence Gathering, opposite for Counter-Intelligence :
- Envoys: +2
- Base Intel: +20
- Infiltration Speed: +75%
- Max Infiltration Level: +30
- Intel Speed : +33%
- Codebreaking : +1
- Cloaking : +2
- Operation Skill : +3
- 1k Pops : Population Diplo Weight & Happiness or Pop Housing;
- 150k Fleet Power : Fleet Diplo Weight & Naval Cap or Build Speed or Damage;
- 5k Monthly Research (all) : Tech Diplo Weight & Research Speed or Unity Production;
- 10k Resources Production (all) : Economic Diplo Weight & Resources from Jobs or Trade Value or Trade Attractiveness;
- 50k Diplo Weight : Delegate Diplo Weight & Envoys Effectiveness or Influence;
- 3 Relics : Diplo Weight & Influence or Unity.
- One supplement you can have is by being part of the Galactic Council.
- 2 Ascension Perks - exclusive to each other.
- 1 Capital Building.
- +100% of the Subjects' fleet value if using the Overlord Conflicts - All/Offensive.
- +50% of the Subjects' fleet value if using the Overlord Conflicts - Defensive.
- +100% of the Subjects' diplo weight if subjects cannot vote independently.
- +50% of the Overlord fleet value if using the Subject Conflicts - All/Offensive.
- +25% of the Overlord fleet value if using the Subject Conflicts - Defensive.
- +10% of the Overlord diplo weight.
- +50% of the Federation fleet value.
- +10% of the other members' diplo weight; not from subjects or overlord.
- +25% of the Federation fleet value.
- +5% of the other members' diplo weight; not from subjects or overlord.
- +50% of the GDF fleet value.
- +1% of the other members' diplo weight; not from subjects or overlord.
- +25% of the GDF fleet value.
- +0.5% of the other members' diplo weight; not from subjects or overlord.
- +10% of the GDF fleet value.
Note : it's only the value of the Power Projection that is increased, you don't actually gain diplo weight, and even less fleet power. It's more counting how your allies help and protect you than anything tangible.
- Pops :
Conception Chamber : +25% Pop Growth / Assembly Speed, +1 Pop per Pop Assembled, +50 Planet Capacity;
Populism : +25% Happiness, -20% Housing Usage, -25% Amenities Usage;
- Fleet Power :
Grand Armada : +1 Commander Cap, +50% Naval Cap, +25% Federation Contribution & Ship: -33% Cost, -20% GDF Cost & +33% Build Speed;
Destructive Blow : +20% Damage & choose +15% Armor / Shield / Hull Damage via a policy;
- Research :
Unlimited Funding : +1 Scientist Cap, +25% Researcher Production / Upkeep, +10% Station Research;
Scholars : +10% Research Speed & +500 Unity for each completed techs, is retroactive;
- Resources :
Taxing Haven : +1 Official Cap, +5% Resources from Jobs every 5 years (max 25%), -10% Trade Value;
Fair Trade : +10% Branch Office Value, +25% Trade Value & +5% for each Commercial Pacts;
- Diplo :
Galactic Ambassador : +1 External Leader Pool Size, +20% Council / Stance / Standard Diplo Weight, +2 Envoys, +10% Agenda Duration & Progress, +0.5 Influence per Envoys at the Galactic Community;
Spymaster : +50% Spy Network Growth, -50% Operation Cost, +2 Cloaking Strength & Detection, +5 Envoys & +10% Diplo Weight when opposing;
- Relics :
Prestigious Trophies : +10% Minor Artifacts Production, +25% Aesthetic Wonder Specimen Production, +2 Influence & +20 Edict Fund per Relics; +1000 immediate Influence;
Esteemed Trophies : -10% Minor Artifacts Cost, +25% Galactic History Specimen Production, +250 Unity per Relics & +1 year worth of Unity.
Both grant a Special Project for having at least 1 Relic in those categories :
- Precusor Chain : Start another of the Precursor Chain, that isn't completed (no Baol / Zroni) & +5% Unity
- Archaeology Site : +15% Research Speed & +1 Minor Artifacts Monthly
- Leviathans : +1 Influence & 5 Stability
- Crisis : +25% Diplo Weight & +15% Ship Weapons Damage
- Rift : +10% Astral Threads Production & +200 Astral Threads Max Resource
- Curator : +15% Specimens Production
- Galatron : +50% Unity
- Others (for compatibility reason) : +10% Worker Production
: +5% Job Production if 3 categories are validated; +5% for each additional categories
Empire : +10% Pop Growth, +10% Unity Production & -10% Edict Upkeep
Planet : +15 Housing & +30% Administrator Unity Production
Jobs : +1 Executive, +1 Entertainer & +1 Priest / +3 Coordinator (Machine) / +3 Synapse (Hive)
Project 1 - Planet : +3 Building Slots & +2 Pop Growth
Project 2 - Empire : -3% Housing Usage & +1 Stability every 3 years (5 max)
Empire : +15% Sublight Speed, +15% Ship disengagement Chance & -10% Ship Upkeep
Planet : +5% Amenities, +15% Army Build Speed & -20% Orbital bombardment damage
Jobs : +1 Enforcer & +2 Soldier / +1 Coordinator (Machine) / +1 Synapse (Hive)
Project 1 - Empire : +100 Naval Cap & +300 Ship XP
Project 2 - Decision : Create a 2 years temporary fleet of Corvettes (10% of your naval cap, rounded up; no FTL drive; can't be merge / disbanded / splited)
Empire : +1 Alternative & +10% Research Speed
Planet : +50 of each Science
Jobs : +1 Science Director & +2 Researcher / +3 Calculator (Machine) / +3 Brain Drone (Hive)
Project 1 - Empire : +100% Researcher Upkeep & +15% Researcher Production
Project 2 - Empire : -25% Researcher Upkeep & +15% Researcher Production
Empire : +10k Resource Storage, +10% Energy, Minerals & Food
Planet : +15 Amenities & +5% Job Upkeep
Jobs : +1 Merchant & +2 Clerk / +1 Fabricator & +2 Tech-Drone (Machine) / +1 Foundry Drone & +2 Tech-Drone (Hive)
Project 1 - Planet : -10% Job Upkeep
Project 2 - Empire : +10% Job Production
Empire : +10% Diplo Weight, +50 Trust Cap & +1 Influence
Planet : +15 Amenities & +5% Specialist Job Production
Jobs : +1 Politician, +1 Manager & +1 Bureaucrat / +3 Coordinator (Machine) / +3 Synapse (Hive)
Project 1 - Empire : +15% Diplo Weight, +5 Diplomatic & Subjugation Acceptance.
Project 2 - Event : +1 Envoy every 5 years (3 max)
Empire : +1 Envoy & Influence; +25% Xeno Geology Specimen Production
Planet : +150 Unity & +1 Minor Artifact
Jobs : +1 Science Director, +2 Culture Worker / +3 Calculator (Machine) / +3 Brain Drone (Hive)
Project 1 - Planet : +25 of each Science & +1 Minor Artifact
Project 2 - Event : Grant a L-gate Insight after 5 years and +25 (, if event chain is active, else +100) Minor Artifact; and some Unity
Diclaimer : as resolutions replace lower tier, to avoid unnecessary text I did not copy over all the modifiers, the rules is "if the same modifier is written again, then it overwrote the previous one" - Always count higher tiers having the lower tiers modifiers, even if they're not mentioned again. There are NO REPEAL for any of those !
Except for a +1 Planetary Ascension Tier to all Capitals, Finals always ONLY benefit owners of the AP, effects are about doubled.
Tier 1 : +25% Pop Growth & Assembly Speed
Tier 2 : +1 Assembly & +5 Housing
Tier 3 : +2 Assembly, +10 Housing & +25 Planet Carry Capacity
Biological Specialization - Evolutionary Mastery AP : +100% Biological Assembly Speed
Mechanical Specialization - Synthetic Evolution / Synthetic Age AP : +100% Mechanical Assembly Speed
Final - Pops AP : +0.2 Influence per 100 Pops & +1 Planetary Ascension Tier to all Capitals
: You can freely switch between the Biological / Mechanical resolutions
Reduce the Pops Power Projection condition by :
Tone Down the Conditions : -100; +1 Assembly
Easing the Conditions : -250; +2 Assembly
Relieving the Conditions : -500; +3 Assembly
Tier 1 : +20% Fleet Naval Cap & +30 Fleet Size
Tier 2 : -10% Ship Cost & +25 Ship Build Speed
Tier 3 : +20% Titans / +50% Juggernaut Hull
Armada - Galactic Force Projection / Colossus AP : +30% Fleet Naval Cap & +100 Fleet Size
Colossus Specialization - Colossus AP : Colossus +25% Hull / Speed / FTL Jump Range
Final - Fleet AP : +100% Power Projection Influence & +1 Planetary Ascension Tier to all Capitals
Count in the Fleet Power Projection condition :
Starbase : Starbases for 1k; -10% Starbase Upgrade Cost / +15% Speed
Federation : Starbases for 2.5k; +25% Federation Fleet Contribution & +100 Naval Cap for Federation Members
All our Might : Starbases for 5k; double previous effects, +200 Naval Cap, +5 Defense Plaforms & -20% Cost / +20% Speed
Tier 1 : +15% Research Production
Tier 2 : +33% Research Production & +1 Alternative
Tier 3 : +25% Research Speed
Transcendental Research - Transcendence AP : +50% Research Production, +40% Research Speed & +10% Unity
Final - Research AP : +0.06 Influence per Rare Techs & +1 Planetary Ascension Tier to all Capitals
Add X Unity as Research Points :
Unity 10%
Unity 25%
Unity 50%
Unity 85%
Tier 1 : +10% Basic Resources Production
Tier 2 : +5% previous tier and +10% to Advanceds Resources
Tier 3 : +5% previous tiers and +10% to Basics Strategics Resources
Galactic Production - Master Builders / Galactic Wonders AP : +20% Megastructure Build Speed
Final - Resources AP : +1 Influence per Megastructure & +1 Planetary Ascension Tier to all Capitals
If you have the Behemoth Builder Civic, no Influence gain, but instead double the Civic effects per Megastructure
Include in the Resources condition :
Advanced Resources
Basic Strategic Resources
Advanced Strategic Resources
For every types of Resources that count into the conditions, gain +1% Production for all of those.
Tier 1 : +1 Envoys
Tier 2 : +15% Envoys / Council / Stance Diplo Weight
Tier 3 : +2 Envoys
Galactic Gratitude - Defender of the Galaxy / Galactic Contender AP : +15 Opinion for everyone, +30 if you have the AP
Final - Diplo AP : -20% Diplomatic Influence Upkeep, -10% Claim / Starbase Influence Cost & +1 Planetary Ascension Tier to all Capitals
+1% Delegate Diplo Weight for each :
Envoys 1 : Envoys in Federations, strengthening or undermining the Emperium
Envoys 2 : Include Envoys harming / improving relations
Envoys 3 : Include Spies
Tier 1 : +5% Research Speed & +15 Intel
Tier 2 : +2 Archeological Skill
Tier 3 : +1 Minor Artifacts
Precursor Worlds - Relic World Owner : +15% Research & Unity Production
Final - relics AP : +1 Influence per Relic World & +1 Planetary Ascension Tier to all Capitals
Count for the Relics condition :
Planets : Tomb World as 0.1 & Relic World as 0.5
Artifacts : Stocked Minor Artifacts as 0.01
Secrets : Owning Secrets of the Baol/Zroni/etc.. and L-Gates grant 0.5
+50/75/150 Unity per points of the condition
Resolutions :- 1st Resolution : Unlock all Resolutions Count Tier 1; can be skipped if they're already unlocked.
- 2nd Resolution : Unlock all Resolutions Count Tier 2 & the situations for everyone; 3 years later, the Tier 3 are also unlocked.
Situations :- 3 Situations, for each choose between 2 of the categories per situation : Relics / Fleet, Pops / Diplo & Research / Resources.
- Starting at 50% (in the middle); at 75%, lock the direction & vote for the Roles; at 100%, the AP is unlocked and the Role can be gained.
- How to gain points ?
- +50% of the completion of the Power Projection threshold (exemple: 500/500 Pops => 1*50% => 0.5 Points).
- +33% to it but -33% all others Situations, by using an optional Policy.
- +0.3 per corresponding AP.
- +0.2 for the corresponding Building.
- +0.1 per Envoys at the Galactic Community.
- +10% of the difference between yourself and the empire with the highest Situation.
Ascension Perks :- Limited to 1 in the Galaxy, be the first to take it.
- Unlocks the Role that is linked with it.
- Grant 10 points to everyone else's situations when taken.
- You can see which Role has been voted on the AP, and on the Special Project - also show the name of whoever took it.
- Population - Galactic Heart : +3 Building & Pops per new Colony; -25% Housing Usage & Amenities; Create the Galactic Heart, a size 30 planet on the capital system. +40% Population Diplo Weight.
- Military - Military Subsidies : Using a policy : -10%/-25%/-33%(/-45% with a resolution) Ship Cost and +0/10/25/33% Armor in Friendly Territory, but all galactic members -5%/-10%/-15%/-20% Alloys Production, and 0/-10/-30/-60 Opinion from you. +40% Fleet Diplo Weight.
- Research - Peer Review : +15% Research Speed & +2 Alternative Research; +1% Research Production & Unity for each rare technology in the Galactic Community & 1000 Unity when any tech is completed in the community. +40% Technology Diplo Weight.
- Resources - Galactic Hub : +0.1% Monthly of the Stocked Energy in the Galactic Community & 25 Unity per Megastructures; Gain the Galactic Market. +40% Economy Diplo Weight.
- Diplo - Galactic Counsellor : +1 External Leader Pool Size, +3 Envoys; Become a Permanent Councellor; Remove all claims from a random rival every 5 years. +50% Diplo Weight.
- Relics - Artifacts Restoration : +3 Minor Artifacts; -20% Minor Artifacts Cost; +33% Specimen Production; +10% Archaeotech Weapons Damage; an artifact action to restore 3 new powerful Relics, or take one from a Community Members (random). +20% Diplo Weight & +20% Technology Diplo Weight.
Politician : +20% Influence, Vote Strengh in Galactic Council Category & Denoucements.
Colonizer : +1 Building per Colony, if >=5 colonies OTHERWISE, +10 Housing per Colony - determined when taken, doesn't update.
Planetary Architect : -30% Planetary Ascension Cost & +30% Effects.
Slaver : -50% Market Slave Cost, +25% Slave Production.
Non-Slaver : -10% Job Upkeep, +25% Worker Production.
Guardian : +50% Damage to crisis; -15% to normal empire.
Sentinel : Spawn a stage 2 Sentry Array on the Capital in 5 years; +10% Ship Accuracy & Speed.
Peacekeeper : +50% Damage to Fallen Empire; 25 to 50 years before an Fallen Empire awake.
Vigilante : Can join any wars, on defenders side (except crisis); +15% Alloys Production & Armor in Friendly Territory.
Uchronia Explorer : +25% Research Speed & Unity.
Alternative Researcher : +5% Research Speed per Research Alternative.
Influencer : +25% Vote Strenght on Unchained Knowledge Resolutions & Every proposed Resolutions that pass grant a year of Science.
Engineer : +50% Engineering Research Speed & +33% Engineering Production.
Manufacturer : +30% Amenities Production, +15% Jobs Production.
Mega-Engineer : +2 Megastructure Cap, +33% Build Speed.
Galactic Reserve : +100k Resource Storage, +1 Influence per 30k Stocked Resources.
Trader : +50% Trade Value, -5% Market Taxes.
Trader Gestalt : +50% Amenities, -5% Market Taxes.
Linguist : +50 Unity, +10 Trust Cap & +10% Growth per Community Members.
Information Broker : +50% Influence, -25% Resolutions Cost & +1 Favors Yearly from a random Member.
Envoys Trainer : +3 Envoys, +20 Intel, +1% Monthly chance to gain a Favor per Spy.
Overlord : +25 Subjugation Acceptance & +33% Influence Power Projection; +5 Monthly Loyalty for subjects.
Archaeologist : +5 Archeology Level; spawn 3 new sites and +3 in the years to come.
Antiquarian : +150 Unity, +2.5 Minor Artifact & +20 Trust Cap per Relics owned by Community Members.
Librairian : +50 Unity & +10% Research Production per Relics.
Knowledge Keeper : +50% Research Speed & -20 Trust Cap per 3 Relics.