Stellaris

Stellaris

Wiirlak Additional Civics & Origins [3.14]
 This topic has been pinned, so it's probably important
Wiirlak  [developer] 15 Mar, 2021 @ 8:04am
Features List
Changes to vanilla Traits:
Auto-replace the Custom AI Assitant trait to Sapient AI Assistant trait to all leaders when the Positronic AI / Positronic Implants / Positronic Processors Tech is gained.



Changes to vanilla Origins :
    Mechanist :
  • 1 Roboticist per 25 pops
  • Robot construction speed: +25%



Origins (Some may required DLC) :
    Shrouded Connection :
  • Pops have the Latent Psionic trait
  • A unique Planetary Feature is on the capital (+10% happiness and +5 unity +1 Zro)
  • May spawn a Shrouded Moon on your homeworld
  • Psionics Research Speed: +25%
  • An new way to use Zro : 4 uniques campaigns to will boost differents side of your empire
  • Starts with the Psionics Tradition Tree unlocked

    Nyctophobia :
  • Start on a continental world with a slightly developed penal colony
  • Naval Capacity : -15
  • Starbase Influence Cost: +10%
  • Governing ethics attraction: +75%
  • Unity : +33%
  • Influence : +1

    High-energy Production Protocols :
  • Start on a 30 size world with uniques Planetary Features
  • Maximum District: +6
  • Maximum Generator, Minerals District: +6
  • District Energy Upkeep: -50%
  • +2 Tech-drone Job
  • +10 minerals

    Genetic Selection :
  • Unique trait : +2 modification points, Leader Lifespan: +20 Years & Growth Speed: -5% Army Damage +10% Habitability +10%
  • Leader pool size: +2
  • -25% Modify Species Cost, -15% Space Faune Upkeep
  • Unlock the techs for gene-modding and Leader Enhancement policy (which is locked at the best option)
  • Starts with the Genetics Tradition Tree unlocked

    Living Planet :
  • Start on a Hive world with a unique deposit (+25 food +5 unity) & Unlock the require tech
  • Unique Trait : +10% Pop Growth / Assembly Speed -10% Pop Decline Speed -20% Habitability
  • +5% Pop Production on Hive World
  • During the game, unlock an unique tech that give -5% Cost and Time Reduction for Terraforming
  • The tech unlocks a decision to turn an habited planet into a Hive World (less costly and time consuming than the perk - but having it reducing it even further while giving a bonus)
  • Even better when Mastery of Nature and the Genetic Ascension Path is taken

    Xeno-trading :
  • +25 Trust Cap +25% Trust Growth +5 Diplomatic Acceptance
  • -50% Sprawl Branch Office +25% Branch Office Value +25% Economic Weight
  • Envoys : +1 +100% Improve Relationship
  • Unlock the Prosperity tradition tree
  • Every year, for each sapient / full citizenship species gain 10 Unity

    Xeno-communication :
  • +75 trust cap +25 subject trust cap +33% trust growth +10% council weight
  • Envoys : +2 +25% weight +200% improve relationship
  • Unlock the Diplomacy tradition tree
  • The following policies are locked up and cannot be changed : Diplomatic stance, First Contact Protocol, War Philosophy, Orbital Bombardment, Native Interference, Pre-Sapients & Purge

    Nanite Foundries :
  • Has a unique trait that add +5 Pop Production
  • The capital has 3 Nanites; colonies have a decision to create a new Foundrie that add a +1.
  • The robots needs Nanites, as such each robots consummed 0.01 Nanites per month (NOT VISIBLE IN THE NANITES TOOLTIP !)
  • Not having enough Nanites at the end of the month, would kill a pop
  • Has access to 4 uniques campaigns, that use nanites
  • -25% build time
  • -15% Blockers clear cost & time
  • Unlock both nanite techs
  • Capital modifier : -25% building / district upkeep
  • Starts with the Nanite Tradition Tree unlocked

    Ecumenopolis :
  • Start on a Ecumonopolis
  • Start with a unique planet deposit to sustain your empire food / minerals, but not for long
  • It does adapt to being Lithoid or not; and to being Catalytic Processing or not

    Starless :
  • Start in a Black Hole system with 3 Dark matter deposit
  • The deposits are mostly minerals and almost no food, also +1 crystal and +1 mote deposit
  • Start with a unique trait

    The Crown :
  • Start with The Crown, a unique juggernaut
  • If you lose it, you lose your ruler, every following rulers will have a malus and the empire will have a very bad modifier
  • Start the the Juggernaut tech
  • +20 Naval Cap

    Graveyard :
  • Start in a Graveyard system, there are debris that could be usefull to scan (ressources, techs and even a Archeology Site)

    Terraforming Candidate :
  • Start with a Terraforming Candidate in your system and the rest of the system has better than normal deposit
  • Start with all the Terraforming techs
  • +50% Terraforming Speed & -20% Terraforming Cost

    Immortal :
  • The starting ruler will be the Chosen One, immortal, +3 additional skills and +3 Skill
  • Leader -15 Age & +2 Skill
  • +1 Influence / month

    Adrift :
  • Start on a system separated from the hyperlanes network (it will reconnect decades later)
  • +20% survey speed
  • +10% anomaly chance
  • +10% ship speed

    Interstellar Assembly :
  • Start with an Interstellar Assembly and a inhabited tomb world in the system
  • -100% border friction

    Zro Manufacturer :
  • Lithoids Only
  • Unique trait : Zro Manufacturer - each miner will produce 0.1 Zro
  • Pops have the Latent Psionic trait
  • Psionics Research Speed: +25%
  • An new way to use Zro : 4 uniques campaigns to will boost differents side of your empire

    Space Age :
  • Start with a very slow FTL Drives and progressively get better and faster; even faster than initial ships speed + some unique fleet bonus
  • -80% Ship Windup / Windown
  • -80% Ship Speed
  • -80% Ship Interstellar Speed
  • Unlock the Slingshot starbase building that let you slingshot any of your fleets to any others owned starport (or higher) that don't have a Slingshot.
  • Start with 1 installed on the capital starbase, but can be dismantle and rebuild wherever.
  • If the starbase is lost to ennemy force, they can use it, but they can't build it, only using the one you lost to them.
  • Start with a build cap of 1, can be expanded to 3 by techs.
  • If you ever got more than Slingshots than you're supposed to have (gain in war, for exemple), you can keep them BUT you will have a +50% Starbase Upkeep for every Slingshots over cap.

    Overlord :
  • +15 Subjugation Acceptance
  • +20 Subject Trust cap
  • -50% Subject Power Penality
  • +15% Subject Tax
  • +50% Empire Sprawl Penality
  • +50 Subject Integration Cost
  • -0.5 Subject Integration Speed
  • Has a lot of bonuses for acting as an Overlord such as :
    - Having subjects (more is better)
    - Being in a Federation (which accept subject is better)
    - Being part of the Galactic Council (less seat is better as having a permanent seat)
    - Being the Custodian (permanent seat is even better)
    - Being the Emperor (without Council; or a bit less good, without Election)
    - Having Custodian Reforms / Galactic or Imperial Institutions / Pax Galactica
  • Has a lot of maluses for NOT acting as an Overlord such as :
    - Not having subjects
    - Not being in a Federation
    - Being in a war (even more if it's a rebelling subjects or rebels against the Emperor)
    - Losing your status (Custodian, Council member, permanent seat, etc..)
  • It does mean, you start with a malus until you can have subjects - and in a lesser way, join a Federation



Generic Civics - for almost everyone (May require DLCs) :
    Planetary Defense Protocol :
  • Empire Modifier : +150% Defence Army Damage +200% Defence Army Morale +100 Army Starting Exp
  • +10 Stability +4 Defense platform +2 Influence in a defensive war
  • Start with a Tier 1 Orbital Rings, if host has the Overlord DLC (only the megastructure is locked behind the DLC)

    Metalic Shapeshifter :
  • Lithoids Only
  • Unique trait : Metalic Shapeshifter
  • +20% Ship Hull & 4 Daily Hull Regen
  • +50 Ship Armor & +10% Ship Armor & +5 Daily Armor Regen
  • +25% Ships Alloys Upkeep

    Border Control :
  • Start with no fleet but a Starhold that don't have a Shipyard or Crew Quarters
  • Can increase the starbase firepower greatly with some unique techs
  • Defense platform will NOT be destroyed when they hit 0 HP, but disabled and will auto-repair after a while and out of combat.
  • +3 Defense platform
  • Defense Station +10% Damage & +15% Hull
  • +1 Encryption
  • +1 Influence in a defensive war
  • -25% Ship Built Speed
  • -30% Naval Capacity

    Traditionless :
  • -75% Unity Production, and +10000% Traditions Cost by Empire Sprawl
  • Vanilla : Unlock an AP every 10 years, after 7 slots, it switches to Civics slots
  • Also ascend the capital Planetary Ascension Tier (from the 3rd AP) and 1 additional planet
  • Reforming government will be refunded and has no cooldown
  • +250 Edict Funds -30% Upkeep
  • +2 Monthly Influence +1 Tech Alternative
  • +3 Leader Poolsize +2 Skill Level -100% Cost & Upkeep

    Observationist :
  • Give Unity when a Observation Post is built
  • It also give a temporary boost to Happiness and Society Research (the duration increases for each tier of Unchained Knowledge; higher tier being way more benificial)
  • +1 Society Research from Observation Station
  • +25% Society Research from Space; -10% Gravity Snare Cooldown

    Old Acquaintance :
  • At the start of the game, you have contact with all Enclaves / Caravaneers
  • Enclaves have a +20 opinion
  • The Caravaneers offer you a Free Reliquary
  • +1 Mercenary Enclave Cap

    Aramada Initiative :
  • Start with a fleet of 5 Corvettes
  • +50% Naval Cap +25% Federation Naval Cap Contribution
  • -15% Ships Upkeep +10% Build Speed while in a Defensive War
  • -50% Starbase Capacity +50% Starbase Upkeep when Over Capacity

    Brain Slug Symbiosis :
  • Add the Brain Slug trait
  • +15% Cost to Modify Species
  • Could there been something more to having a friend inside our brain ?

    Habitat Builder :
  • Standard version (can't be picked at empire creation) : Habitats -25% Cost +10% Jobs Production +10% Habitability
  • Void Dwellers version (can be picked at empire creation) : Habitats -33% Cost +15% Jobs Production +15% Colony Build Speed
  • Effects will double if the Voidborn AP is taken, it will also lock the civic

    Ship Builder :
  • Give 10% to the next ships tech you have and rewards Unity (include Titans / Juggernaut / Colossus / Menace Ships / Star-Eaters / Battlewright / Arctrallis / Nanite Swarmer)
  • Ships -10% Cost & +10% Speed
  • 10% Pops Engineering Production

    Solidarity :
  • Can't use slavery
  • -5% Pop Housing Usage
  • Create 1 Housing per 20 pop
  • Pop Housing usage reduced by 5/10% if you have 1/2 of these conditions :
  • - You are under or equal Administrative Capacity.
  • - Your monthly Unity Gain is over or equal to 500.
  • Pop Housing usage reduced by 15% if half (or less of) your inhabited planets is size 15 or lower, ring world count twice as planet over 15
  • Designed idea by En K

    Government Reform :
  • Will make event to reform your government into different ways after a few years
  • Any path taken, will be proposed again, into a more powerful form (there are 2 or 3 steps, in each)
  • The event is limited to 6 choices, pick wisely

    Planetary Management :
  • Unlock 4 Decisions which will all do different things like :
  • ncrease Production
  • Increase Habitability
  • Increase Max District
  • Remove all blockers (can break things if there are permanent blockers)
  • All increase District Upkeep

    Mining Cities - Normal / Lithoid :
  • +2 Housing & +5 Amenities per Mining District.
  • -1 Housing per City District.
  • Miners Produces Engineering +2/3
  • Mining Disctrict Time +50/35%
  • District Upkeep +25/10%

    Celestial Expansion :
  • Unlock the Celestial Mining Station that let you expand any of your planets up to 3 times, by consuming asteroids and broken world in the system.
  • +5% Jobs Minerals Production

    Chain of Command :
  • +10% Naval Cap
  • For every 4 soldiers on a planet, +1 Commander Job
  • Commander Job : +10% Naval Cap +4 Defense Armies

    Spreading the Optimization :
  • +5% Job Production & -5% Happiness
  • Additionally, +0.5% Job Production & -0.5% Happiness yearly (up to 15% max)

    Sprawling Infrastructure :
  • -5% Building, Megastructure & Terraforming Build Time / Decision Enactment Time
  • Additionally, -1% yearly (-15% max)
  • +15% Building & Distrcit Build Cost

    Historical Culture :
  • +10% Unity from Jobs
  • +100% Leader Cost & Upkeep; -1 Leader Pool
  • When a Leader die, +1 Memorialist Jobs on the Capital & gain Unity : Years of working * 100

    Lunar Lake :
  • Unique deposit on the capital which production 1 Unity per Pop and depending on a policy, +10% of : Unity / Amenities / Food
  • Or, after 20 years, Happiness.
  • Or, after 35 years, Stability.
  • Or, after 50 years, Pop Growth.
  • Or, after 75 years, Influence.
  • Or, after 100 years, Pop Production.

    Behemoth Builder :
  • +1 Megastructure Cap & +10% Build Speed
  • For every Megastructures, +1 Influence & +100 Unity
  • Gateway grant 0.1 Influence; Habitats 10 Unity

    1000 Eyes :
  • +10 tracking
  • +2 Ships Hyperlane Range
  • +4 Planets Hyperlane Range
  • +2 Decryption Level

    Infiltrator :
  • +1 Decryption / Encryption
  • For every 3 Spies : +1 Envoys & 1.5 Operation Skill
  • Completing the Subterfuge Tradition Tree or Picking the Spymaster AP will reduce the requirement to 2.5 - Having both will reduce to 1.5

    Artificial Food :
  • Research Labs Food Production per Tier: +2
  • +100% Starbase Food Production
  • -5% Happiness; +15% Culling Reward

    War Business :
  • +1 Trade Value per years since start multiplied for each Commercial Pacts
  • You will be dragged into wars of your Commercial Partners - if both are your Commercial Partners, then you will join the defender side
  • +15% Trade Value
  • If at war : +15% Trade Value

    Flotilla :
  • +1000 Fleet Cap
  • Unlocks the Command Center Ship; limited to 1 at game start, +1 for every 250 Naval Cap (a tech can reduce to 200)
  • Titans & Juggernaut can also use the Aura, with a tech.
  • Every ship : -33% Evasion / Accuracy / Fire Rate / Speed; unless there's a Command Center Ship in the fleet, which change the maluses into a 10% bonuses & also grant +10% Armor & Hull Regen

    Enlightened :
  • +1 Ascension Slot; +1 more, in 20 years if taken at empire creation
  • +5% Unity

    Soul Forge :
  • +15% Alloys & -30% Minerals from Metallurgist
  • Unlocks a Deposit giving +5 Alloys, +30% Industrial District Build Speed, +1 Unity per Metallurgist & the ForgeMaster Defense Army

    Adversity :
  • +5% Ship Damage & Naval Cap per Rival
  • +2 Rivals Cap
  • +1 Influence & +25 Unity per Rival

    Titanic Ship :
  • Start with a Titan ship, instead of the normal corvettes.
  • You don't have the Titan techs, so can't be upgraded until then.
  • +1000 Titan Hull & +10% Titan Hull

    World Council :
  • +25% Unity from Factions
  • +2 Influence

    Original Sin :
  • +10% Unity
  • +15% Government Ethic Attraction & Army Damage
  • -15% Diplo Weight & Edicts Cost

    Children of the Sky :
  • +20% Starbase Capacity
  • +10% Ship Speed
  • -10% Ship Upkeep
  • +15% Survey Speed

    Stormfall :
  • +10% Sublight Speed
  • +10% Evasion / Sublight Speed inside a Cosmic Storm
  • -10% Hostile ship Fire Rate inside a Cosmic Storm, if one of your fleet is present

    Tempest Infusion :
  • +5% Energy Job Production
  • While a planet is in a Cosmic Storm:
  • +15% Resources from jobs
  • +15% Unity from Jobs


Corporate Civics (Require the MegaCorp DLC) :
    Ship Fonderies :
  • Ship Build Speed: +25%
  • Ship Build Cost: -5%

    Terrain Exploitation :
  • Empire Energy Production Jobs: +5%
  • Empire Minerals Production Jobs: +5%
  • Empire Food Production Jobs: -10%

    Private Investors :
  • Starbase Influence Cost: -10%
  • Starbase Upgrade Cost: -10%
  • Starbase Capacity: +2
  • Specimen Selling Cost: +20%

    R&D :
  • Research Speed: +5%
  • Research Alternatives: +1
  • Specimen Production: +10%

    Scientific Administration :
  • Start with a Science Director and a Administrator
  • +1 Science Director & Politician per 40 pops

    Right to Freedom :
  • Workers Produce: +2%
  • Slaves Produce: -1000%
  • Citizens Happiness: +5%

    Brainwashed Customers :
  • Governing Ethics Attraction: +50%
  • Pops Happiness: +5%
  • Branch Office Value: +10%

    Genetic Engineering :
  • Biological & Lithoid Pops Modification Points: +1
  • Leader Skill Levels: +2
  • Leader Experience Gain: -15%

    The Dreaming Void :
  • START ONLY
  • Administrative Capacity : +10
  • Starbase Influence Cost: -10%
  • Spiritualist Ethics Attraction: +20%
  • Ship Speed: +10%
  • Ship Hull Points: -10%
  • Stability: -5

    Investment :
  • START ONLY
  • The investement should pay back in a few years...hopefully

    Phased Array :
  • Field Manipulation Research Speed: +5%
  • Ship Evasion: +15
  • Ship Speed: -10%


Hive Mind Civics (Require the Utopia DLC) :
    Growing Pods :
  • Growth Speed: +10%
  • Colony Development Speed: +25%
  • Space Faune Bredding Chance: +15%

    Mutagen :
  • START ONLY
  • Starts with the Gene Tailoring technology
  • Biological & Lithoid Pops Modification Points: +1
  • Modify species special project cost: -33%
  • Growth Speed: -5%

    Insatiable :
  • Army Damage: +100%
  • Army Morale Damage: +300%
  • Army Collateral Damage: +300%
  • Army Starting Experience: +50
  • Empire Food Production: -5%

    Soothing Pheromone :
  • Trust Growth: +10%
  • Trust Cap: +25
  • Subject Trust Cap: +25
  • Subjugation Acceptance : +25
  • Slave Happiness: +15%

    Anthropophagic Farming :
  • Maximum Farming District: +2
  • +2 Agri-drone
  • +1 Agri-drone per 40 pops
  • Growth Speed: -5%


Machine Empire Civics (Require the Synthetic Dawn DLC) :
    Boosted Batteries :
  • Pops Energy Production: +15%

    Worker-Bot :
  • Workers produce: +3%
  • Empire Energy Production Jobs: -10%

    Compressible :
  • Resettlement Cost: -50%
  • Pop Housing Usage: -10%

    Self-modifying :
  • START ONLY
  • Starts with the Machine Template System technology
  • Robot Modification Points: +1
  • Modify species special project cost: -50%

    Systemic Management :
  • Administrative Cap: +15
  • Colony Development Speed: +10%
Last edited by Wiirlak; 22 Nov, 2024 @ 2:15pm
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Showing 1-6 of 6 comments
Wiirlak  [developer] 15 Mar, 2021 @ 8:19am 
Empire Specialization :
All of the Ascension Specialization features are gated behind a choice at the creation of the galaxy, nothing is forced onto you !
Once activated, those can and will affect all empires, including the AI.


Empire Specialization - Ascensions Paths :
  • Once an ascension path has been completed, you will have the choice to :
    - 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



Empire Specialization - Ascensions Specialization:
  • For every Vanilla Ascension Perk you take, your empire will specialize into 2 categories : Administration, Defensive, Megastructure, Militarist, Planet or Technological.
  • This will unlock a choice between uniques modifiers for each categories : only one can be taken from a category; the unselected categories will still be availaible next time another perk from this category is taken.
  • For every 3-perks of the same category, the proposed modifiers will be upgraded to tier 2 - you don't lose the tier 1 already taken.
  • The 1st time a 3-perks modifier is taken, you will unlock the tier 3 for this category !


Empire Specialization - Onto the Path :
This is a representation of how your empire is advancing naturally towards something. Can be turn OFF in the options.

    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

Empire Specialization - Onto the Path - Ascension Perks :
    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
Last edited by Wiirlak; 14 May, 2024 @ 8:23am
Wiirlak  [developer] 15 Mar, 2021 @ 8:20am 
Empire Specialization - Ascensions Perks :
    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 :
    - 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

  • Unlocked by Ascension Path, all cost 2500 Alloys & Energy, 5 capacity & 1 use :
    - 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
Last edited by Wiirlak; 18 Dec, 2024 @ 11:27am
Wiirlak  [developer] 26 Feb, 2023 @ 6:36am 
Empire Specialization - Ascension Perks :
    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
Last edited by Wiirlak; 18 Dec, 2024 @ 11:29am
Wiirlak  [developer] 1 Mar, 2023 @ 1:16am 
Empire Specialization - Ambitions :
  • Start at the year 15, it gives you a buff equal to an ethic, or similar to an authority.
  • The Ambition event happens at the year 50 / 100 / 150, letting you choose a direction for your empire :
- Militarist : Ships +5 Accuracy, +10 Evasion, +150 Hull, +10% Speed / Armor / Shield; +10% Diplo Weight Fleet
- 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

  • At the year 200, it proposes an advanced version of your 3 previous choices.
- Militarist : +100% Ship Build Speed, -33% Cost, +2 Shipyards; +25% Diplo Weight Fleet
- 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

Empire Specialization - Economical :
  • The 1st basic Ressource to 1k, will receive +10% to it.
  • The 1st basic Strategic Ressource to 25, will receive +5 & -20% Building Upkeep of this resource.

Empire Specialization - Technological :
  • The 1st Science Category to 1k, will receive +5% Research Speed, +10% Production and let you choose a +10% into any of its field.
  • Fulfilling up to 3 of the following criterias will grant +1 Tech Alternatives, +5% Research Speed but +10% Researchers Upkeep :
    - >500 of any Science
    - >100 Techs
    - >5 Repeatable Techs
    - >15 Rare Techs
    - >10 Scientists
    - >500 Pops
  • +1 tier, if the resolution "Unchained Knowledge" tier 4 or 5 is active, still required at least the tier 1.

Empire Specialization - Leader :
  • Every 5 years, if your Pops >300 / 600 / 900, grant per level : +1 Leader Pool Size and Cap, +25% Leader Upkeep, -15% Leader Cost and +1 Leader Starting Level.
  • +1 tier, if using the highest Leader Enhancement Policy, "Capacity Boosters", still required to have at least the tier 1.

Empire Specialization - Civic Specialization :
  • Adds up to 5 techs to increase your civic cap by 1 each, all are high tech cost and relatively end-game. Default option is 3.

Empire Specialization - Government Reform :
  • Added 3 Techs to reduce the Government Reform Cooldown by -15% each; don't work on existing cooldown.
  • Default option is ON.

Empire Specialization - Lost Techniques :
  • Requires Archaeostudies, recover lost technologies from your empire past:
    - +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

Empire Specialization - Heart Worlds :
Traditions Building
Each Tradition tree now unlocks a unique building, tailored to its theme and gameplay benefits. These buildings provide powerful bonuses, enhancing your empire’s strengths in areas like diplomacy, espionage, warfare, or economy.

More Basic Districts :
Added basic districts to build on most planets, you can more easily focus on research, trade, unity, amenities or military
Those kind of replace the role of infinite buildings that produces those ressources

City Districts :
    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

Special Districts :
    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

Ecumenopolis Depreciation :
Ecumenopolis will turn into Relic Worlds after 15 years if abandoned; can be disabled in options

Relic Worlds Delves :
Explore the ruins, find some Ressources and recover more Lost Techniques
Use a Decision; if using the Districts, need the Archaeological District

Empire Specialization - More Ambitions :
  • Additional Ambitions Edicts, unlocked by the Ascension Theory technology:
    - +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

Empire Specialization - More Astral Edicts:
  • Additional Astral Edicts, unlocked by the Planar Mastery astral action:
    - +1 Encryption
    - +50 & +10% Unity
    - Create an Astral Scar, once

Empire Specialization - Kilostructures :
Massive orbital installations designed for unparalleled efficiency. Kilostructures revolutionize space infrastructure with advanced capabilities. Can be turn OFF in the options.

    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 :
    - Research Speed : +25%
    - Ship Build Speed : +30%
    - Building Build Speed : +50%
    - Megastructure Build Speed : +33%
  • Only for Tier 3 :
    - 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 :
    - Envoys: +2
    - Base Intel: +20
    - Infiltration Speed: +75%
    - Max Infiltration Level: +30
  • At Tier 4, for Intelligence Gathering, opposite for Counter-Intelligence :
    - Intel Speed : +33%
    - Codebreaking : +1
    - Cloaking : +2
    - Operation Skill : +3
Last edited by Wiirlak; 18 Dec, 2024 @ 11:20am
Wiirlak  [developer] 10 Mar, 2023 @ 7:35am 
Empire Specialization - Power Projection :
  • 10 years after the Galactic Community has been establish, countries will try to increase their power and influence.
  • You will receive an event chain to help you follow the thresholds.
  • Thresholds : Reward 15% Diplo Weight & 5% of a selected bonus :

    - 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.

  • Every Thresholds will also unlock :
    - 2 Ascension Perks - exclusive to each other.
    - 1 Capital Building.

Empire Specialization - Power Projection - Power Bloc :
The Power Projection of any empire will be increase in case of being a :
  • Overlord :
    - +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.

  • Subject :
    - +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.

  • Federation Leader :
    - +50% of the Federation fleet value.
    - +10% of the other members' diplo weight; not from subjects or overlord.

  • Federation Member :
    - +25% of the Federation fleet value.
    - +5% of the other members' diplo weight; not from subjects or overlord.

  • Galactic Emperor :
    - +50% of the GDF fleet value.
    - +1% of the other members' diplo weight; not from subjects or overlord.

  • Galactic Custodian :
    - +25% of the GDF fleet value.
    - +0.5% of the other members' diplo weight; not from subjects or overlord.

  • Galactic Community Member :
    - +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.

Empire Specialization - Power Projection - Ascension Perks :
  • Each perk is exclusive to its category and you can only take 3 of them in total, all are clearly marked so you can choose wisely.
  • All have +20% Diplo Weight for their category.

    - 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 Specialization - Power Projection - Buildings :
  • Unlocked by having the corresponding Power Projection Threshold completed.
  • Those capital-only buildings are powerful, and can be upgraded with 2 Special Projects.
  • All of those buildings have +1 of a certain Leader Cap, and can gain a +3 Stability if a tech is researched.

  • Pops - Population Center :
    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)

  • Military - Fleet Communication Beacon :
    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)

  • Research - Galactic University :
    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

  • Resource - Production Ministry :
    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

  • Diplomacy (Diplo Weight or Council) - Diplomatic Academy :
    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)

  • Relics - Archeology Headquarters :
    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

Empire Specialization - Power Projection - Resolutions :

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.

  • Pops Count : +10% Population Diplo Weight, per tier
    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


  • Fleet Power : +10% Fleet Diplo Weight, per tier
    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


  • Monthly Research : +10% Tech Diplo Weight, per tier
    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%


  • Resources Production : +10% Economic Diplo Weight, per tier
    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.


  • Diplomatic : +10% Diplo Weight, per tier
    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


  • Relics Count : +5% Diplo & Tech Weight, per tier
    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
Last edited by Wiirlak; 22 Nov, 2024 @ 2:06pm
Wiirlak  [developer] 12 Sep, 2023 @ 2:46am 
Empire Specialization - Galactic Super Power :
  • Having 4 of thresholds criteria will valide your Empire as a Galactic Super Power, out of the 7 categories - or having 2 of the AP.
  • With the title come a modifier : +0.5 influence +10% Unity +5% Diplo Weight.
  • The 1st to ever complete all of the thresholds, will receive a unique modifer - it's the previous modifier times 3.

Empire Specialization - Galactic Roles :
Grant a unique title and its bonuses, there's only 1 Role per Category, and per empire.

    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.
    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.

  • 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.
    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.

  • 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.
    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.

  • 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.
    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.

  • 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.
    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.

  • 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.
    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.
Last edited by Wiirlak; 22 Nov, 2024 @ 2:04pm
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