SPECIES TRAITS/ORIGINS
Necrophage

  • Incompatible with lithoid.
  • Necropurge escape chance 25%>0%. Purged pop happiness -50%>-30%
  • Necrophyte: 1.5>4 unity, 500>200 amenities
  • Necrophage pops are now fully infertile. This prevents necrophage pops from penalizing planet pop growth: planet growth is distributed among its fertile species, then each species' share is modified by their species bonuses/penalties.
  • "Pop Growth (or Assembly) Speed" kind of modifiers change depending on main species. Because necrophages are now infertile, such modifiers swap for them from regular pop growth bonus to organic assembly bonus. This affects most notably xenophobe necrophages, and can't be changed.
  • Removed -50% pop growth and assembly penalty.
  • Removed -50% energy and minerals upkeep.
  • Incompatible with Slow Breeders and Nascent Stage.
  • Starting pop distribution between necrophages/prepatents: 2400/2400 -> 1600/3200

Clone army:

  • Ascendant now grants immortality.
  • The initial Clone trait now gives -10% general workforce and +30% workforce from soldiers (net +20%)

Overtuned:

  • Pop growth penalties reduced from -1.5/-5% to -1/-2%. Excessive endurance trait points 4>3 (as in vanilla).
  • Fleeting Excellence: cannot be picked at gamestart. Gated behind Targeted Gene Expressions tech (same tech as regular bio automodding trait)
  • Juiced power: grants +1 unity from enforcers and half that from soldiers . Army damage is now doubled by the edict.
  • Gene Mentorship: xp gain 30>15%. Also grants -10 leaders starting age
  • Commercial Genius: trade bonus 25>15%
  • Elevated synapses: Research 20>15% points 2>3, loses leader upkeep
  • Spliced Adaptability habitability 20>10%
  • Augmented Intelligence: research 10>7.5%
  • Excessive Endurance: Habitability 30>20% points 3>4
  • Preplanned Growth: pop growth 30>15%
  • Expressed Tradition: Now has +30% government ethics attraction
  • Low Maintenance: Now also has -10% amenities
  • Changed how Damn the Consequences Edict works:
    • Now only affects pops that have the overtuned traits, each trait increases their base resources upkeep by 50% so long the edict is active.
    • No longer increases consumer goods upkeep for bio empires.
    • Base upkeep is now 45 unity. Now behaves like all edicts: no longer has variable upkeep based on unity production nor double dips edicts fund.
    • Lock in period doubled.
    • Cannot be activated if either any leader,that does not have any vanilla leader traits that reduce lifespan, has a lifespan of less than 30, or there's a species in the empire with species lifespan less than 20 years, counting only species traits that affect lifespan.

Arc welders: Now also available to individualist materialist or industrialist empires.

Syncretic Evolution: Serviles trait cost 1>0. Doubled happiness and resources bonus.

Subterranean:
- Removed pop growth, assembly, empire size penalties
- housing usage penalty: +20%.
- Bio version of origin: habitability floor 50>70. Machine version of origin: habitability floor 50>25

Tree of Life: now also available to individualist organic spiritualist or ecologist empires. Trees/saplings produce 20/2 food, bombardment threshold to destroy them increased from 50% to 75%. Main tree grants +80 lifespan to empire owning it. Main tree/sapling housing and research bonuses replaced with +5/3% organic pops efficiency.

Void Dwellers: Loses 1.5x mult on job amounts from habitat districts. But jobs from Habitat districts have been normalized to be equivalent to a regular planet, except their research district.

Mechanists: Can now pick flesh is weak or synthetic evolution as 2nd AP. Penalty: forces Natural Engineers on the species.

Evolutionary Predators: Mechanic that grants modifiers if bioascended and democratic based on most numerous faction now supports mod's factions. Traditionalist bonus -50% housing use -> +15% efficiency for unity jobs.

Progenitor Hive: Disabled +10% menial drone resources bonus from spawning drones.

Cosmic Dawn:

  • No longer requires infernal species type
  • Does not grant volcanic preference, but whatever is the picked at gamestart
  • Incompatible with eager explorers
  • Homeworld uses subterranean art, starts with 60% hab, cleared ancient tunnels grant hab floor

Traits:

  • New species traits:
    • Extravagant: - 2 points. +20% pop CG upkeep, +0.05 flat CG upkeep per 100 pops, +2 CG upkeep per leader. Increases competitive ethics attraction.
    • Aggressive: -2 points. +30% housing use. -50% envoy improve relations. -0.2% aggressive pops happiness per free, sapient pop on same planet. Increases militarist attraction.
    • Poor Traders: -1 point. -25% trader jobs efficiency.
    • Depressive: -2 points. 1.5x pop amenities use.
    • Expensive Gear: +0.2 energy and minerals pop upkeep. Requires tankbound type species portrait, or other suit or gear assisted vanilla portrait.
  • Solitary: +10>15% housing use
  • Incubators: 2>1 points. incompatible with Hive Mind, Aquatic. New Icon and description. Clarified tooltip.
  • Noxious: removed +30% habitability floor, -30% habitability cap and +50% army damage
  • Venerable: +5% elites job efficiency
  • Slow breeders: -2>-3
  • Deviants: -1>-2 Gov ethics attraction -15>-30%
  • Decadent -10>-20% slave and worker happiness. No longer suppresses Egalitarian ethics
  • Seasonal Dormancy: All pops upkeep -15>-10. Civilians upkeep -60>-10. Points 2>1
  • Shelled: Housing usage -75>-10%. Points 3>2
  • Nascent Stage: Points -2>-4
  • Unruly: now also increases leader unity upkeep by +50%. Affects both bio and robot trait variation.
  • Docile: now also decreases leader unity upkeep by -25%. Affects both bio and robot trait variation.
  • Charismatic/Repugnant: Influencial jobs efficiency +/-20>25
  • Nomadic/Sedentary: Also grants +5/-10% civilians efficiency
  • Existential Iteroparity and Psychological Infertility: slightly increases xenophobe attraction
  • Psychological Infertility slightly decreases militarist attraction.
  • Brittle: 1.5x>1.75x amenity usage penalty
  • Mass Produced: points 1>0. Assembly 15%>3%. Now incompatible with monoform and other starting 0 point machine traits
  • Recycled: the trait has been disabled

POP JOBS

  • Civilian:
    • Now cost amenities, but produce extra 50, resulting in a net zero without any modifiers.
    • Grant their ethics dependent outputs from the start, without any buildings.
    • Fluff changes
    • Ethic dependent outputs per 100 civilians (doubled for fanatic variation):
      • **Militarist: ** 0.5>0.75 navcap
      • **Pacifist: ** 100>155 amenities
      • **Authoritarian: ** unchanged
      • **Liberal (vanilla egalitarian) ** +0.03 civilian strata political power on planet.
      • ** Xenophobe: ** removed citizen pop happiness. Generates 1 defense armies.
      • **Xenophile: ** removed pop upkeep reduction. Produces 0.75 society research
      • **Materialist: ** loses society research.
      • ** Spiritualist: ** unchanged
      • **Industrialist: ** 0.75 consumer goods.
      • Ecologist: +0.05 unity from natural blockers.
      • **Competitive: ** +1 trade.
      • **Cooperative: ** -2.5 crime on planet.

ASCENSIONS/TRADITIONS

  • Common: Ascension path tech agendas progress awards: 25>10

Virtuality:

  • Changed tradition perks order, uses Politics template. Clustered Capacity is the last of the perks and requires all others.
  • Clustered Capacity effect:
    • Unlocks Server Cluster building.
    • Virtual Pops are only rapidly created and deleted on planets with Server Cluster.
    • Virtual Pops will rapidly decay on planets without Server Cluster.
    • Virtual Pops max Job Efficiency 175>100. Virtual job efficiency and upkeep penalty is now dependant on the amount of planets with Server Clusters.
    • Adopting the tradition will grant Emergency Servers planet modifier to all owned planets, and future colonized ones, for 2 years.
    • Emergency Servers prevents virtual pop decay while active.
  • Virtual Pops can now be conquered. Conquered virtual pops by non-virtual empires will not increase/decrease to fill jobs but are affected by the empire's amount of conquered server clusters.
  • Tradition policies effects reduced to around 1/4 of vanilla, science and unity modifiers only affect planets with the Server Cluster building.
  • Removed -15% metallurgist/artisan production penalty from the tradition.
  • Removed councilor penalty from virtuality policies. Leadership focus grants 25->40% leader xp gain.

Modularity/Synthetic:

  • Machine template system is now a tier 2 tech
  • Synthetic age (gestalt, individualist machines) transformation situation now requires machine template system tech.
  • Living Metal Joints: tradition Disabled 1.5x base increase on assembler job output. Instead, grants a flat +100/200 roboticist/replicator jobs. Living metal assembler upkeep 0.15>0.01
  • Dark Matter engines: job efficiency +40>20%. Dark Matter Upkeep per 100 pops 0.02>0.01. Now incompatible with exotic fuel consumption trait.
  • Living Metal Augmentations: Now grants +20% job efficiency. Living metal upkeep 0.01>0.02. Removed -50% amenity usage. Now incompatible with rare crystal exterior trait.
  • Biomimetic Assembly: the trait has been disabled.
  • Mote Powered tools: points 1>2
  • Exotic Fuel Consumption: points 1>2. Renamed to Exotic Fuel Engines. Now incompatible with dark matter engines.
  • Monoform: points points 4>0. Housing usage -80>-10%. Assembly bonus 20>5. Now incompatible with mass produced and other starting 0 point machine traits

Synthetic:

  • Synthetic Evolution now starts the Synthetics transformation situation, instead of the Synthetics tradition opener.
  • Synthetics transformation situation: Identity complex requires artificial administration tech to be built.
  • At the end of the situation, the concluding event will give a choice between adopting the synthetics tradition opener or the virtualilty tradition tree opener, completing the virtual tree will grant the special virtual governments from the synthetics advanced government event chain too. Synthetic fertility origin cannot opt for virtuality tradition tree option in the event.
  • Added possibility to revert to organic looking portraits during the transformation situation. To do so, event heritage sites must be supported and tourism to them not limited, this will initiate a two-event chain shortly after that will recover old bio portraits for the main species and add two non-removable event traits, species class will remain robotic. Synthetic Fertility will get the same two events 3 years after picking synthetics tradition. Mod event traits can be removed by species modding the portrait to any machine, an event will trigger removing them.

Biomorphosis:

  • Gene Tailoring is now a tier 2 tech
  • Genomic Research facility now requires gene tailoring
  • Genetic Ascension nerfs:
    • Disabled all job efficiency bonuses from Artificial Population, Somatic Subversiveness, Heightened Attributes traditions.
    • Vat Grown: no longer causes species to be infertile (to avoid a bug). Growth bonus 33>20. Removed housing and amenities reductions. removed empire size reduction. 1.25x amenities use and -10 lifespan penalties.
    • Cloning:
      • Traditions:
        • Evolutionary Extrapolation: removed -50% clone vats upkeep.
        • Somatic Synthetization: Renamed to Cloning Optimization. trait picks 2>0. trait points 4>0. Removed -50% project cost on species modification. Now allows removing all positive genetic traits. No longer grants access to advanced genetics traits, except Vat Grown.
        • Genomic Growth: assembly bonus halved. Replaced -10% pop upkeep and -10% amenities upkeep with +5% society research.
    • Purity:
      • Negative traits now count double their points in reducing genetic perfection.
      • Traditions:
        • Exemplary genetics: Purity counter value now accounts for reduced advanced traits point cost.
        • 1st ascension purity grants +2 trait points. loses-10% empire size
        • 2nd ascension purity choice grants +1 effective leader level and +40 lifespan
        • 3rd ascension purity choice grants +5% organic job efficiency
      • Authorities:
        • Phenotypical Autonomy: renamed to Phenotypical Oligoformity, fluff changed. Doubled leader upkeep reduction from genetic perfection. Gains -15% empire size from pops.
        • Eugenic Hierarchy: halved council agenda speed
        • Nucleic Judiciary: halved stability bonuses
        • Organic Syndicate: renamed to Beauty Syndicate. +20 crime. Fluff changed.
    • Mutation:
    • Mutation 1 ascension situation event bonus: 10% habitability from genomic building changed to +100 housing.
      • Traditions:
        • Unnatural Selection: trait points 4>0.
        • Environmental Integration: the tooltip now informs that it stacks with advanced mutation authorities.
        • Somatic subversiveness: effect is now +75 subspecies integration.
      • Authorities rebalance:
        • Biodiverse Liberty: +2.5% habitability per 100 civilians from genomic building up to +50%, +20% happiness, +2 unity from civilians.
        • Catalytic Command: up to +50% habitability, divided by council legitimacy, from genomic building. +20% faction output.
        • Hybrid Mandate: Ruler uses imperial councilor modifiers. +5% habitability per 100 enforcers from genomic research building, up to +50%. +2 unity per 100 enforcers. -5 crime from enforcers. -10% general happiness.
        • Genomic Expansionist: Renamed to Genomic Feudalism: ruler uses dictatorial councilor modifiers. Governors grant +5%/2.5% habitability and +1/0.5 stability per skill level to planet/sector but also -3/1.5% local specialist, worker, civilian happiness. +3 unity from politicians.
        • Organ Usury: +2.5% habitability per 100 traders from genomic building, up to +50%.

Cybernetics

  • Cybernetics tradition now also grants +25% automated jobs efficiency

Psionics:

  • Psionic Theory: -10% empire size from pops -> +5% monthly unity
  • Psionic theory is now a tier 2 rare tech, removed draw chance penalty if not fanatic spiritualist, now has draw chance penalty if machine
  • Divine Conduit Councilor has been decoupled from Divine Sovereign civic. Council position is now unlocked as soon as a chosen one appears.

TRADITIONS:

  • Adaptability: Opener -10% pop housing usage -> -10% construction time
  • Mercantile:
    • Marketplace of Better Ideas has a replacement tradition for Authoritarians or Xenophobes: additionally gives 0.25 trade to all slaves.
    • Commercial enterprise: disabled bonus trader jobs. Disabled bonus amenities per trader. Now grants flat +100 traders to each planet.
  • Logistics:
    • Distributed delivery systems: disabled bonus logistics drones jobs. Now grants flat +100 logistics drones to each planet.
    • Nested Coordination: Removed +2 trade for logistics drones. Unlocks "Nested Coordination" logistics policy: 50% trade converted into 25% unity (same as marketplace of ideas).
  • Synchronicity: Replaced -10% empire size from pops with +15% monthly unity
  • Harmony:
    • Kinship: Replaced -10% empire size from pops with +15% monthly unity
  • Domination: Replaced -10% empire size from pops with +1 monthly influence
  • Supremacy:
    • Opener: Replaced +20 navcap with +100 starting ship xp.
    • Fleet Logistics Corps: replaced +20% navcap with +20 flat navcap, replaced -10% ship upkeep with +10% ship speed.
  • Aptitude:
    • The tree now uses Psionics tree template
    • Specialist training: Disabled job efficiency per governor level effect. Gains +20% leader experience gain
    • Healthcare Program: Removed -25% leader upkeep. Replaced +10% leader lifespan with flat +20
    • Champions of the Empire: Effective leader skill level +1>2. Is now last tradition in the tree

FACTION AND ETHICS CHANGES

  • Ethics Wheel from Petruha's Ethics and Civics Classic Mod has been adapted and incorporated into this mod. Ethics points remain at 3.
  • **Because the mod now incorporates changes to UI files, it must be loaded after any UI mods **
  • All Factions will form shortly after the game starts for all individualist empires, instead of with a 10 year delay and after meeting another empire, and will always be present.
  • Faction forming popup events have been unified into a single once-per-game event, grants a flat 100 unity and increased ethics shift chance for 24 months.
  • Very high/low faction approval thresholds for factions bonuses/penalties to its members adjusted from 80/20 to 90/10, respectively.
  • Moderate governing ethics and non-governing ethics have the same attraction. Fanatic ethics still have increased attraction.
  • Embrace Faction all other factions temporary approval penalty -35>-10.
  • Replaced militarist faction demands for fleet capacity use with a different demand "Great Power/Lesser Power" that acts like technologists Dull edge/Bleeding edge demand but for fleet power.
  • Happy/Very Happy factions now also grant +5/10% job efficiency, on top of +5/10% happiness to their pops (at 60/90 approval). Unhappy/Very Unhappy factions penalize their pops with -5/10% job efficiency, -10/-20% happiness (at 40/10 approval).
  • The first batch of recruitable leaders at game start will have a greater variety of ethics.
  • Suppressing a faction drops its approval to 0%.
  • Promote faction actions: +100>+25% attraction.
  • Supress faction action: -75>-50% attraction.
  • Unrestricted Warfare policy penalty to pacifist ethics significantly reduced
  • Democratic/Imperial authority penalties to authoritarian/liberal attraction significantly reduced.
  • Sector governor's ethics attraction boost now stacks with local governor boost.
  • Matching ethic ruler faction approval bonus 15>5. Non-governing ethics ruler -15>-5
  • All faction issues that changed approval by -0.01 now change it by 0.
  • All faction issues that depend on subjugation policy now also require being an overlord to be triggered.
  • The attacker in a war will suffer a drastic increase in pacifist ethic attraction upon hitting 100% WE.
  • Authoritarian edict also grants +50% ethics shift chance.
  • Pacifist Ethic can now grant planetary ascensions to planets with 1st tier capitals via planetary decision: up to 1st tier for pacifists, 2nd tier for fanatic pacifists. Takes 2 years, costs the same as regular ascension but in trade, does not require minimum ascension perks, requires filling planet with districts and being at peace.
  • Opposing ethics ruler approval -30>-15
  • Removed 2x attraction mult to xenophile if species has residence citizenship
  • Reduced attraction mult to xenophile if there's a free xeno species on planet from 2x to 1.25x. Xenophobe also mirrors this boost.
  • Reduced attraction mult to xenophobe if there's an enslaved species on planet from 2x to 1.25x. Xenophile mirrors this boost.
  • Xenophobe ethics does not get penalties to attraction from amount of migration treaties, bonus from neighboring genocidal empires 1.3x>2x.
  • Starting governor is guaranteed to have governing ethics

New common faction demands:

  • Represented On Council has been rebranded as Barred from Power : 0/-20. Can be fulfilled by appointing a councilor of their ethic, or putting a governor in charge of a planet or sector (when having 5 or more sectors) with 10% of total pops.
  • Governing Faction/Major Governing Faction/The Establishment: +5/10/15. Faction has 1/2/3 governors of their ethics controlling planets/sectors with atleast 10% of empire's pops, each. Appears when an empire has 3 planets. Shifts from planet to sector requirement once amount of sectors > 4.
  • Capital Controller: +5. Faction has matching ethics governor on the Capital planet.
  • Traditionalist negative issue "Embattled Minority" renamed to "Marginalized Faction", it is now a common issue to all factions. Approval -10>-5
  • Represented on Council/Council Encroachment/Council Dominance +5/10/15, have 1/3/5 councilors of faction's ethics.
  • Hostile Council: -15. Three or more councilors have opposite ethics to the faction.

New Ethics:

  • ** Industrialist: **
    - Passive: +5% alloy and CG, +25% blocker clear speed.
    - Gains the effect of Mastery of Nature AP: can increase max districts and max number of basic resource districts via planet decision, decision cost has been reduced to 500 credits, removed influence cost. But also reduced bonus districts from the decision from 2 to 1, and added -10% permanent habitability penalty.
    - Edict: Industrial Relocation. Costs energy. 6 month lock in. 90% of cost of demolished buildings/districts is refunded, +25% build speed.
    - Faction: Industrialist Faction
    - Agenda: Rapid Industrialization
  • Ecologist:
    - Passive: -5% upkeep to jobs, +1 unity from natural blockers. +0.5 society research from natural blockers.
    - Consecrated Worlds has been rebranded as Conserved Worlds, feature is now unlocked by this ethic. Conserved worlds increase empire-wide unity and society research from blockers.
    - Gains the Expand Nature preserves planetary decision from Environmentalist Civic.
    - Edict: Hardship Readiness: +10% habitability.
    - Faction: Environmentalist Faction
    - Agenda: Alien Ecosystems Observation
  • Cooperative:
    - Passive: -10% empire size from pops, housing and amenities use from pops.
    - Allows shared burden standards. (Utopian Abundance is now locked behind the civic)
    - Unlocks communal housing. They have been rebalanced to grant same total output as luxury residences, but more housing, less amenities.
    - Edict: Healthcare Campaign. Costs energy. +10% pop growth.
    - Faction: Labor Faction
    - Agenda: Civic Solidarity
  • Competitive:
    - Passive: +10%, +1 max rivals.
    - Allows Decadent living standards. The living standard has been tweaked.
    - Edict: Consumerism Incentives. Costs CG. +15% amenities from jobs, +25% ethic attraction.
    - Faction: Prosperity Faction
    - Agenda: Haute Finance Instruments

Vanilla Ethics changes:
- Xenophobe: Star-base influence cost changed to +10% home territory fire rate.
- Pacifist: Replaced vanilla passives with -20% tradition cost from empire size and +20% colony ascension effects. Peace Festivals now deactivates at war. Can now increase planetary ascension tier to level 1/2 via planetary decision from the beginning of the game, at a CG cost. Agenda grants economic bonuses, no longer reduces naval capacity.
- Authoritarian: Replaced vanilla passives with +1 leader trait pool options, +10% elites job efficiency. Agenda grants unity from enforcers and councilor level.
- Xenophile: Replaced trade bonus with -25% diplomatic agreement influence upkeep. Agenda grants diplo bonuses.
- Spiritualist: Loses Consecrated Worlds mechanic. Agenda grants additional research options.
- Egalitarian: Rebranded as Liberal, loses social bent. Loses utopian abundance. Replaced vanilla passives with: +1 leader pool, +10% civilians job efficiency. Agenda boosts civilians and faction output.

Factions Changes: New Factions, Issues, rebalance of existing issues:

  • Totalitarian:
    • autocracy 10>5 approves of oligarchy too
    • Stratified Society renamed to "Sober Order": 5/-5. All full or limited citizenship species on Shared Burden, or all full or limited citizenship species on Stratified Society or Dystopian living standards.
    • oppressive subjugation 10>0 (removed),
    • Extranational Authority 10>5,
    • No Elitism policy -5>0
    • No stratification -20>0 (removed)
    • Benevolent subjugation -10>0 (removed)
    • Hegemony Fed 5>0(removed)
    • Extranational Authority now requires having a vassal, being the leader of a hegemony, or being galactic emperor
    • New issue: Homogeneity +5 if highest faction support
    • New issue: Authoritarian Politics: +5/-5 Keep at least 3 other factions supressed, needs 5 factions to appear
  • Progressive:
    • Has been renamed to Liberal Faction
    • Anti-autocratic 10>5/-15, renamed to Republican Fervor/Anti-Hereditary Rule, penalty only triggers for Imperial
    • No-elitism 5>0.01
    • Free Movement 10-/10>5/-5
    • Anti-Stratification renamed to Liberal Society. No species is on stratified, dystopian, shared burden.
    • Reproductive Freedom -20>-15
    • Hegemony member -10>0 (removed)
    • Cooperative diplomatic stance 5>0 (removed)
    • Benevolent subjugation 5>0 (removed)
    • New Issue: Legal Equality: 5/-10 all species that are not being assimilated or purged have full citizenship, needs 2>= species to appear
    • New Issue: Political Pluralism. +5/-15. Do not supress any faction, except totalitarians.
  • Imperialist:
    • Great Power 15>10
    • Rivalries 5/10/15 > 5/7.5/10
    • Strong Diplomacy 10>5
    • Oppressive Subjugation 5>0 (removed)
    • Underling -25>-10
    • Non-bulwark underling -25>-10
    • Defensive wars -30>-25
    • Artifacts usage 5>0 (removed)
    • Martial Alliance 5>0 (removed)
    • Imperial Hegemony: now also counts being galactic emperor or being leader of a martial alliance
  • Isolationist: No aggressive war -25>-10
  • Prosperity: (Old pacifist faction)
    • Renamed to Tranquility Faction
    • Keep The Peace: 5/-10>5/0
    • Mercantile Diplomacy: 10>0 (removed)
    • Solid Liquidity: 10>0 (removed)
    • Nonviolence: renamed to Grievous Wars. -30>-15. Now also requires being above 50% War Exhaustion to trigger
    • Mercantile stance 10>5
    • Defensive Stance 10/-10> 5/-5
    • Aggressive stance -10>-5
    • New Issue: Frugal Government/Capital Cornucopia/Urban Indulgence/Metropolitan Abundance: -5/+5/10/15, enact Distribute Luxuries in 0/1/2/3 sector capitals.
    • New Issue: Equanimous Diplomacy: +5/0 have Cooperative, Mercantile or Isolationist foreign policy
  • Supremacist:
    • Strong alone 10>5
    • Ruler same species 10>5
    • Strong diplo stance 10>5
    • Aggressive first contact 10>5
    • Oppressive Subjugation 10>5
    • Asserting Dominance 10>5
    • Disdain of History 5>0 (removed)
  • Technologist:
    • Research treaties 10>0 (removed)
    • Cooperative Diplo Stance 5>0(removed)
    • Research fed 5>0 (removed)
    • Knowledge of the Past 5>0 (removed)
    • Dull Edge +10/-20>+5/-15
    • Secret Knowledge 10>5
    • Robots allowed 10>5, penalty no longer triggered if AI is outlawed
    • New Issue: AI Stance -5 if AI is Outlawed
    • Synth Envy: reworked: Synth Envy/Robot Artisans/Robot Industrialists/Determined Roboticizers -5/5/10/15 Have robot growth in 0/1/2/3 sector capitals
    • Technologist faction now loses robots related issues if Genetic or Psionic tradition trees are finished, and gains new ones:
      • Genetic Ascension: +5/0, complete genetics tree
      • Bioengineering Pursuit: -5/+5/10/15 have 0/1/2/3 species with 6 or more species traits.
      • Psionic Discovery: +5/0, complete psionics tree
      • Shroud Field Experiments: +10/-5 have "Mustering Psionic Strength" modifier
      • Shroud Research Cooperation: +5/0 Have a Shroudwalker Teacher leader.
  • Traditionalist:
    • Psionic teachings (teachers of the shroud) 10>5.
    • Psionic Pursuit 10>0 (removed)
    • Homogeneity 10>0 (removed)
    • Spiritualist federation 5>0 (removed)
    • Shroud Boon/Curse 5/-5>0 (removed)
    • Comfort in the Past 5>0 (removed)
    • Pious Polity/Secular State 5/-5>0 (removed)
    • Spiritualist machines demand ascension 15>5
    • New Issue: One Vision, One Purpose: +10/0. Have any Fanatic Ethic.
    • Spiritualist faction now has a variable +10/0 "Dogma" demand for each governing ethic other than moderate spiritualist:
      • Fanatic Spiritualist: One and Holy: is faction with highest support.
      • Militarist: Defenders of the Faith: 50% or more naval capacity used, or is at war.
      • Xenopobe: Chosen People: no xenos or all xenos are enslaved or have residence citizenship
      • Liberal: Priesthood of Believers. All species have full citizenship.
      • Pacifist: Reign of Peace: Is not at war.
      • Xenophile: All One in Faith: have 3 or more xeno species.
      • Authoritarian: Great Hierarchy: All species have stratified living standards, or all but main species are slaves or residents.
      • Materialist: Enlightened Academia: Have a spiritualist scientist councilor.
      • Competitive: Fruits of Faith. Have trade income equal or above empire size.
      • Cooperative: Charity: All species have social welfare, shared burden or utopian abundance living standard.
      • Ecologist: Sacred Grove. Have a conserved planet.
      • Industrialist: City of God. Have an ecumenopolis, relic world or ringworld as the capital.
    • New Demand: Broken Traditions: -10. Embrace a faction/surrender a liberation war. Lasts 10/20 years and disables Dogma demands for the duration.
  • Xenoist:
    • All refugees welcome 10>5
    • Passive primitive study 10>2.5
    • Enclave within borders 5>2.5
    • Proactive first contact 10>5
    • Cooperative diplo stance 10>5
    • Benevolent subjugation 10>5. Requires being overlord first.
    • Federated 20>5
    • Recent comms 5>2.5
    • Multiculturalism 10>5
    • Aggressive fist contact -10>-5
    • Species wide slavery -25>-15
    • not all refugees welcomed -10>-5
    • presapients survival -10>-5
    • Passive primitive study -5>0
    • Zoos 5>2.5
    • Celebrate Diversity 5>0 (removed)
  • New Factions:
    • Prosperity Faction is now rebranded as the Competitive ethics faction:
      • Unique Issues:
        • Solid Liquidity: +5/10/15. Have 0.1/0.2/0.4 * owned pops in energy credits stockpile.
        • Trade Moguls: +5/0. Have trade income equal or above empire size.
        • Winners and Losers: +5/-10. All citizen species have decadent, stratified, dystopian or basic subsistence living standard. Or have a an enslaved organic species or Slaver Guilds civic.
        • Galactic Pacemaker: +5/0. Be the host of the Galactic Market
        • Enforced Equality: 0/-10. no species is on Social Welfare, Utopian Abundance, Shared Burden
        • Layabout Subsidies: 0/-10. a planet has unemployment subsidies planet modifier
    • Industrialist:
      • Unique Issues:
        • Well Oiled Machine: +5/10/15. Alloy income is 0.005/0.01/0.015 times the number of pops.
        • Urban Wonder: +5/0 have an ecumenopolis
        • Marvel of Engineering: +5/0 have a megastructure
        • Excessive Stockpiles: 0/-10 triggers when hitting maximum stockpiles limit on alloys or CG.
        • Economic Mismanagement: 0/-15 be in a deficit situation
    • Ecologist:
      • Unique Issues:
        • Planet Caretakers -5/+5/+10/+15 have 0/1/2/3 conserved planets. Requires atleast 3 colonized planets to appear.
        • Gaia Capital: +5/0 have a Gaia World as the capital.
        • Gaia Preserve: +5/0 have a Gaia World as a Conserved Planet. Replaced with "Gaia Garden" for non-ecologist governing ethics empires, requires an uncolonized Gaia World.
        • Recycling Campaign: +5/0 have Recycling Campaign running
        • Urban Blight: 0/-10 have an ecumenopolis
        • Irradiated Wasteland: 0/-5 have a colonized tomb world
        • Destructive Bombardment: 0/-5 have Unrestricted Bombardment policy
    • Labor (cooperative ethic):
      • Unique issues:
        • Social Security: +5/-10 have all citizen species on social security, utopian abundance or shared burden.
        • Road to Utopia: +5/10/15 have 3 planets at 60/80/100 stability
        • Education Campaign: +5/0 have Education Campaign edict running.
        • Anti-Stratification: 0/-10 Have Stratified, Dystopian, Decadent, Academic living standards on any species.

Ethics agendas rework:
Agendas have been rebalanced, they are unlocked if their faction reaches 10% support and there's a leader of their ethos in the council. Preparation time: 5000. Agenda launch effects scale logistically with their faction support, half of the effects are reached at 10% support, 75% of effects at 32% support:

  • Totalitarian: renamed to "Reign of Order": Up to +2 unity from enforcers, +2.3 councilor level.
  • Progressive: (Now Liberal): Cultural Mission. Up to +30% faction output. +600% unemployed pop resettlement chance.
  • Imperialist: Renamed to "Patriotic Fervor": Up to +12 armies in all planets, +10% worker and civilian job efficiency, -20% pop CG upkeep, -20% war exaustion
  • Prosperity: Renamed to "Engines of Peace": Up to +10% specialists job efficiency, -20% building and district cost
  • Supremacist: Up to +10% unity, +10% ship fire rate, +50% ship build speed, +10/15/20% citizen pop happiness, -5/7.5/10% general pop happiness (net +10% for citizens).
  • Isolationist: Barred Fortress. Up to +10% unity, +3.6 encryption, +50% defense platform build speed, +20% citizen happiness, -10% general happiness (net +10% for citizens).
  • Technologist: Renamed to "Scientific Mobilization": Up to +100 max allocable workforce of each type of researcher job in planets where these jobs are present, +60% scientist experience gain, still has the vanilla effect of guaranteed robotics tech progress add
  • Traditionalist: Renamed to "Leap of Faith" Up to +2.3 research alternatives, +60% leader experience gain, 400 unity per 100 bureaucrat/priest on launch
  • Xenoist: renamed to "Charm and Gregariousness" Up to +30% society research, +3.6 envoys, -60% border friction, +20% diplomatic weight, +40% diplomat improve relaions effectiveness
  • Prosperity (Competitive ethos): Haute Finance Instruments. Up to +3.6 ruler pop power, -5% pop growth, 50 energy per 100 pops on launch
  • Industrialists: Rapid Industrialization. Up to +75% building and district build speed
  • Environmentalists: Alien Ecosystem observation. Up to +2.3 society research from natural blockers.
  • Labor (Cooperative ethos): Civic Solidarity. Up to +20% amenities, +20% monthly unity, +1 worker and specialist political power

Slavery:

  • Stability Alert notification 25>40, to alert of low stability slavery events risks
  • Slaves have -50% pop empire size contribution, except indentured ones which have a -20% instead.
  • Livestock and Grid Amalgamation: have +1 unity generation and -25% political power. Grid Amalgamated no longer have happiness penalties.
  • Grid Amalgamation slavery is now available to individualist empires.
  • Thrall Worlds tech: increased draw weight
  • Chattel Slavery policy now gives +10% job efficiency to slaves.
  • Unemployed slaves immediately occupy toiler jobs, or servants if they have domestic servitude. These filler jobs produce a bit of trade and amenities.
  • Toilers and Servants will now trigger the orange briefcase warning in planet overview. Will also autoresettle to planets with real jobs if allowed.

Subjects:

  • Request vassalage and demand subjugation AI acceptance -50>-500
  • AI empires are much more likely to wage subjugation wars while below 3 subjects.
  • Subjects now add a portion of their empire size to the overlord, inversely proportional to their loyalty: -100 loyalty adds 50% of a subject's empire size, 0 loyalty adds 25%, 100 loyalty adds 0%. Values update yearly.
  • Overlord Garrison grants a flat +1.5 loyalty, -15% happiness and +10 defense armies (ai does not make use of the building's garrison mechanic)
  • Reduced the effect of relations modifier on monthly loyalty by 90% (from 1% of relations value to loyalty to 0.1% of relations to loyalty)
  • Reduced the effect of ethics on monthly loyalty by 50%
  • Recently subjugated loyalty modifier -1.5>-0.25
  • Pledged allegiance 2.5>0.5
  • Pledged Loyalty 1.5/2.5> 0.25/0.5
  • Reduced influence costs of renegotiating vassal agreements and declining them by roughly 50%
  • Improved subject agreement presets of ai overlords.
  • Monthly loyalty from agreements:
    • Holdings 0/-0.4/-1/-2/-4 > +0.25/-0.5/-1/-1.25/-1.5
    • Overlord conflicts: 0/-1/-2/-3 > 0/-1/-1/-1.5
    • Vassal conflicts: 0/0.5/1/1.5 > 0/1/1/1.25
    • Integration prohibited: 0.5>1.5

OTHER TWEAKS

  • Planets now have 2 urban type districts with 1 zone each, instead of 1 urban district with 2 zones.
    • Starting setup changed to have 1 less main district and 1 secondary specialization district, starting factory building replaced with megaforge
    • Bonus jobs amount from zones have been doubled, this is necessary to keep urban jobs proportion per urban district built with vanilla ( 1 zone+2x jobs per zone= 2 zones+1x jobs per zone). This affects basic resources zones too, the all use the same value and singling out urban ones only would increase amount of files modded and make the mod slightly more annoying to update, this is balanced out another way:
      • Mineral/Farming/Generator support zones: +x% basic resource/district bonuses +20%>10%, trade upkeep 0.67>0.6
      • Basic Resource zone buildings that increased max district cap have been halved: 2/4/6/8> 1/2/3/4
  • Urban Zone: bonus housing 400->800
  • Habitat jobs from district have been normalized to be equivalent to a regular planet, with the exception of their unique research district.
  • Voidborn loses 1.5x multiplier on jobs amounts from habitats.
  • Individualist empires now start with 5 unlocked council slots. Expand the Council agenda is now locked behind Galactic Administration tech and can be ran only once.
  • The global maximum on percentual reductions of a resource cost or upkeep has been lowered from -90% to -80%.
  • Agenda unity rush cost changed from (-100+empire size+10)0.1102000 to empire size1000
  • Minister of State renamed to Minister of Interior:, +2% council agenda speed, +0.2 unity from enforcers, +5 edict fund
  • Minister of Defense loses -2% ships upkeep, gains -2% ships trade upkeep
  • Distribute Luxuries also grants +5% planet wide job efficiency bonus. Cg cost is now 100 + 10 per 100 pops on planet.
  • All biological individualist empires start with luxury residences, except cooperative, which starts with communal housing.
  • Society techs that gave +5% habitability now grant +5% terraforming speed and +10% colonization speed instead.
  • Robomodding techs give +5% engineering research instead of +5% habitability.
  • Implemented workaround for designation based colony automation, it should actually work now. Builds when there's no available jobs on planet. Cannot replace existing district specializations by itself. Cannot build secondary specialization districts.
  • High amenities bonus changed for Non-gestalts: max citizen happiness +20>10%, now grants up to +20% trade from pops (not jobs).
  • Evolving Society agenda: grants +5/20 flat monthly unity.
  • Infinite Opportunities agenda (non-gestalt version): replaced +4/10% pop happiness with +400/1000 flat amenities.
  • New Citizenship type: Limited Citizenship. Pops can't generate leaders. -5% ruler happiness.
  • Trigger for orange brieface ui warning requires 500->300 pops.
  • Residence Citizenship: Pops now cannot work ruler jobs nor generate leaders, and now can be subject to population controls and basic subsistence.
  • Full citizenship and Limited citizenship blocks population control and Basic Subsistence for the species.
  • Increased base leader pool from 3 to 4.
  • Basic Combat Computers is now starting tech.
  • Basic afterburners is now starting tech.
  • Consecrated Worlds AP removed. Consecration mechanic has been rebranded and is unlocked by ecologist ethic.
  • Living standards changes:
    • Living standards gain up to +3 extra power to rulers, except shared burden and utopian.
    • Shared Burden, Utopian abundance, Social Welfare lose 10/15/20% bonus to civilian efficiency
    • Shared Burden is now the living standard of the Cooperative ethic. Shared Burden civic renamed to Utopian Abundance.
    • Utopian Abundance is now locked behind Utopian Abundance civic. Bonus unity from civilians 0.5>1
    • Dystopian grants +20% job efficiency to rulers.
    • Decadent living standards is now the living standard of the Competitive ethic:
      - +20/+20/-20/-20 Ruler/Specialist/Worker/Civilian happiness
      - 1.5/1/0.25 CG upkeep
      - +8/3/1/1 Ruler/Specialist/Worker power
      - +25% housing and amenities use for Rulers and Specialists
      - +5% civilian and worker job efficiency
      - Rulers/Specialists produce extra 0.5 trade per 100 pops from living standards.
    • Academic Privilege:
      • Now grants +5% efficiency to all specialists, instead of +10% to researchers.
      • Specialists have +100% demotion time penalty.
      • Workers and Civilians have -10% happiness. Rulers and specialists +10%.
      • Loses 10% efficiency to civilians.
      • Power distribution is now 7.5/3.5/1/1
    • Stratified Economy
      • Renamed to Stratified Society
      • +3 more power and 5% happiness to rulers
      • CG upkeep for specialists/workers is now 0.45/0.15
      • Slaves have 0.05 CG upkeep
  • Ascension Perks: Mastery of Nature effect replaced (it is now base Industrialist ethic feature): now grants access to Borehole Cluster building: +6 miner and technician jobs, -10% habitability ceiling. Incompatible with ecologist.
  • Naval capacity:
    • Interstellar Fleet Traditions tech has been disabled.
    • Military techs that provided +25 navcap now provide +5% empirewide ship speed instead. Repeatable tech adds +2.5% ship speed instead.
    • Stellar Expansion, Manifest Destiny techs: replaced +2 starbase cap with +0.5 influence. Repeatable tech adds +0.1 influence instead.
    • Mercenary enclave purchaseable buff: +15% navcap replaced with +10% ship speed
    • Militarist galcom resolutions: replaced +10% navcap from each resolution with +5% ship damage, except readied shield, which provides +100 starting ship xp instead.
  • Pop migration changes:
    • All pops can automigrate, employed or not, unless disabled by species policy. Planets still need open jobs to recieve automigration.
    • Resettlement to other empires multiplier: 0.8->0.01
    • Minimum habitability for automigration: 0.2->0.4
    • New planetary decisions:
      • Encourage immigration: +200% destination attraction
      • Encourage emigration: -1000% destination attraction, +300% local monthly emigration
      • Forbid local emigration: -1000% local monthly emigration
      • Repeal migration policy: removes above modifiers
  • AI empires opinion penalties for nemesis and cosmogenesis crisis stages have been tripled. AI's get +50>200 opinion with other ai's if they are neighboring a crisis empire.
  • Supremacist now gains -200 opinion debuff with all other empires (instead of only with other supremacist empires), except federation allies.
  • Belligerant now gains -50 opinion debuff with all other empires, except federation allies.
  • Tracking implants edict gives +2 unity from enforcers. Having the edict up will trigger authoritarian politics issue for liberal factions.
  • Removed pre-ftl civilization age requirement for annexing pre-ftl's via espionage operation, now pre-ftls before space age can be annexed via espionage
  • Leader skill levels no longer reduce empire size from pops.
  • Commander skill levels no longer reduce specialist and ruler pop output.
  • Comfort of the fallen galcom resolution gives a flat +5% worker happiness instead of -10% unemployed happiness.
  • World Shaper now requires Ecological Adaptation instead of Climate Restoration.
  • Slave Processing building: Renamed To Labor Processing Center. +5% resources from slaves> +10% toilers job efficiency. -50%>+200% auto resettlement. Given a new description.
  • All Zones mineral cost 1000>500 build time 360>480
  • Collateral damage from armies: -95%
  • Metal ships:
    • Frigates:
      • Evasion 20>35
      • available from game start
      • can use picket computers
      • have a gun boat hull variation: 1 small, 1 medium weapon,
      • torpedo boat hull is locked behind torpedo tech.
  • Bio-ships changes:
    • All Bio-ship growth giving auxiliary ship components have been disabled.
    • Growth Chamber starbase module:
      • No longer requires exotic gases,
      • Is now available from game start (no effect in already ongoing games),
      • Does not add +100% docked ship upkeep,
      • Upkeep 10 food>2 energy.
      • +3 monthly growth to stationed ships
    • Improved Mauler Development is now starting tech
  • Regular Ai empires ship designs have been tweaked.
  • Ai empires get 0.5 passive generation of each rare resource.
  • Fallen empires metal ship designs have been tweaked.
  • AI empires should priorize more alloys zones on their planets.
  • Some weapons have been changed to upgrade into others, to make it easier to upgrade ai ship designs. The cut off later tiered components can still be researched and used:
    • Lasers 3 upgrade into plasma.
    • Railguns 3 upgrade into autocannons if small or medium, and kinetic artillery if large.
    • Torpedoes 1 upgrade into proton launchers.
    • Harbinger Bio Whirlwind missiles 2 upgrade into bio proton launchers
  • Incorporated an ancient scrap from starnet, affecting ai starbase priorities.
  • AI difficulty bonuses have been modified to not affect roboticists, replicators, spawning drones and medical workers of ai empires
  • Individualist bio ai's have greater priority to build robot assembly buildings.
  • AI empries will now pick supremacy tradition and use hit and run war doctrine
  • AI empires will pick diplomacy if they are weak
  • All campaign type edicts now have a 12 month lock in period. AI empires will now use ship buffs campaign edicts too.
  • Disabled the initial 10 year 0.5x faction output penalty
  • High AI Aggressiveness setting in empire creation impact: 2x>20x.
  • AI empires will pick Executive Vigor and Grasp the Void as first and second ascension perks.
  • Armor and shield hardeners no longer have tech prerequisites and grant +30% of their respective hardening empirewide. AI will research the techs.
  • Fluff adjustments to oligarchic election descriptions. Now they differ between oligarchic and dictatorial.
  • Maimed is now a random negative trait that leaders can roll.
  • Changes to descriptions of some cybernetic traits. For example Durable > VR implants.
Edit

Pub: 12 May 2025 08:41 UTC

Edit: 25 May 2026 13:58 UTC

Views: 510