AUTHORITIES

  • Democratic: Added +2% amenities per level for leader. Replaced +2% faction unity output with +2% monthly unity. Loses +1 pool.
  • Oligarchic: Changed leader skill bonuses to +2% council xp and +2% ruler pops output.
  • Dictatorial: Added +0.35 each leader cap, per level. Added ability to dismiss leader for unity. Removed -1 to pool. Replaced +25% ruler experience with +15 ruler's faction approval bonus. Halves ruler ethics agenda preparation time. Replaced -2% pop amenities with +2% council agenda speed
  • Imperial: +0.35 projection, -1% empire size from pops per level. Heir can be dismissed for unity. Ruler and Heir cost no unity upkeep. Removed -1 to pool penalty. +20% council agenda effect duration.
  • Corporate: Added +2% trade value from living standards to leader.
  • Gestalt Conciousness rebalance:
    • Ethic itself grants +25% pop growth or assembly. War exaustion -20>25%. Removed +1 influence.
    • Hive loses +25% pop growth bonus.
    • Gestalt Machines tier 4 capital: removed +100 additional replicator jobs at planet pop amounts of 1000 and 4000.
    • Machine Intelligence authority: removed +1 assembly per planet. Now grants +300 replicator jobs on all colonies. Jobs are added to all advanced machine authorities too.
    • Hive and Machine intelligence ruler: replaced +5 edict fund with +5 unity per level. Grant +0.25 influence per level.
    • Rapid replicator civics have been disabled.
    • Gestalts gain access to "Energy Conservation" logistics trade policy: 50/50 trade/energy split.
    • Spawning nests and replicator hubs zones: spawning drone/replicator/roboticist jobs 50>10.
  • Swapped all +15-20% cyborg pop happiness modifiers from cyber advanced authorities to +5% cyborg job efficiency

CIVICS:

- Civic ethics requirements changes:

  • Environmentalism (renamed to Determined Ecocentrists): Fanatic ecologist, not pacifist
  • Beastmasters: Ecologist
  • Idyllic Bloom: Ecologist
  • Anglers: Ecologist
  • Planetscrapers: Industrial.
  • Pleasure Seekers: competitive or cooperative
  • Scavengers: industrialist + competitive
  • Relentless Industrialists: fanatic industrialist.
  • Mining Guilds: Industrialist.
  • Masterful Crafters: Pacifist + Industrialist
  • Shared Burden (renamed to Utopian Abundance): fanatic cooperative, not authoritarian.
  • Astrometeorology: Materialist.
  • Hyperspace Specialty: Materialist.
  • Byzantine Bureaucracy: Incompatible with fanatic liberal.
  • Eager Explorers: Fanatic Competitive, Fanatic Cooperative or Fanatic Authoritarian.
  • Vaults of Knowledge: cooperative or authoritarian
  • Agrarian Idyll: fanatic pacifist, or degree of pacifist + degree of ecologist
  • Barbaric Despoilers: militarist or competitive + authoritarian or xenophobe
  • Idealistic Foundation (Pluralistic Foundation): liberal
  • Slaver Guilds: authoritarian or competitive
  • Police State: Incompatible with fanatic liberal
  • Parliamentary System: Incompatible with fanatic authoritarian
  • Corvee System: Authoritarian
  • Genesis Guides: xenophile
  • Aristocratic Elite: authoritarian
  • Feudal Society: authoritarian
  • Imperial Cult: Fanatic authoritarian, not materialist
  • Crowdsourcing: Fanatic Liberal, not spiritualist
  • Civil Education: authoritarian or cooperative
  • Genetic Identification: authoritarian
  • Ascensionists: pacifist and spiritualist
  • Fanatic Purifiers: Fanatic Xenophobe. non-pacifist.
  • Exalted Priesthood: Spiritualist, not liberal
  • Cutthroat Politics: competitive

Corporate Civics:

  • Indentured Assets: authoritarian or competitive
  • Scavengers: industrialist and competitive
  • Corporate Hedonism: competitive or cooperative
  • Shareholder Values: Industrialist
  • Worker Cooperative: Cooperative, not authoritarian
  • Mastercraft Inc: pacifist + industrialist
  • Space Ranchers: ecologist
  • Anglers: ecologist
  • Privatized Exploration: Fanatic Competitive
  • Vaults of Knowledge: cooperative or authoritarian
  • Ascensionists: pacifist and spiritualist
  • Crowdsourcing: Liberal and competitive

Civic Effects Changes:

Catalytic Processing:
- Catalytic metallurgists base alloys bonus 0.75>0.25.
- Councilor +2% metallurgist output replaced with -1% metallurgist upkeep

Genesis Guides: All versions of this civic can now be added, but not removed, after the game has started.

Crowdsourcing:
- Councilor loses resources from factions bonus, grants +1% job efficiency to civilians instead. Loses governing ethics penalty.
- Civic now has -25% governing ethics attraction.
- Factions spawning shortly after game start is baseline to non-gestalts in the mod.
- In practice, factions output is significantly less compared to vanilla due to mod's ethics and factions changes.

Civil Education:
- State Academy/Center of Guidance colony limit 3>1.
- Civilian CG upkeep increase 1>0.5.
- Center of Guidance does not double state academy civilian bonuses/upkeep. The increase is 20%: 0.6 research/0.6 upkeep.
- State Academy/Center of Guidance grant +1 educator job per 20/10 pops on colony, respectively, instead of a flat 200/500.

Corvee System: Civilians are swapped to Labourers. Labourers have all civilian outputs, and give +5% planetary build speed.

Cutthroat Politics: Gains -75% espionage ops influence cost. Replaces 50% leader unity upkeep with a flat 0.2 influence upkeep. Envoys assigned to first contact, harm relations, espionage network grant 0.8 influence and 8 unity per month. Those assigned to harm or espionage network have 2% monthly chance of generating a favor. Councilor: +3% infiltration speed, unity from factions.

Efficient Bureaucracy:
- +2 official starting level
- +20% official xp gain

Environmentalist: Reworked.
- Renamed to Determined Ecocentrism
- Liberation CB is always active against non-ecologist empires
- Increased opinion with ecologist empires, decreased with non-ecologist empires
- Unlocks Eco-friendly bombardment stance: same modifiers as armageddon but planet damage stops at 25%, and will not turn the planet into a tomb world upon killing all pops.
- +50% ecologist ethics attraction

Planetscapers: Decision now grants +10% resources from jobs if enacted on a Gaia World.

Eager Explorers:
- Start with up to 3 colonizable planets within 3 jumps of capital at game start. Gains the outposts in the planet's systems too.

Functional Architecture: -20% building/district cost and build speed. New effect from 4.00 is baseline in the mod.

Heroic Past: Reworked. Now is named Heroic Leadership. Councilors give added empire wide effects: commanders +5 navcap/level, officials -5 empire size/level, scientists +1% leader xp/level

Merchant Guilds:
- Incompatible with other elite swapping civics.
- Leaders are more likely to have Merchant background, those that do generate 2 trade/level if employed.
- Councilor effect now applies to merchant jobs, instead of traders.

Mutagenic Spas:
- Reduced district scaling effects by roughly 40%. This affects all variations of the civic.
- District scaling effects now scale off all types of district, not only urban.

Philosopher King: Gains 8 monthly unity/ruler skill, +1 leader pool, +1 leaders levelup trait pool. The Progressive Faction will not be upset by autocratic rule. Incompatible with Opressive Autocracy.

Pleasure Seekers:
- No longer unlocks Decadent Living Standard, it is now baseline feature for competitive ethics.
- Compatible with slaver guilds.
- No longer increase pop growth speed, they're too busy consuming. Decreases pop growth speed instead.
- Effects vary between Competitive and Cooperative ethics.
- If Competitive, swaps politicians into hedonists. Lose base amenities production. Gain +3 trade, +2 unity but also +0.25 cg upkeep, gain +200% competitive ethics attraction on decadent living standards. -1% growth speed.
- If Cooperative, swaps civilians into hedonists. Lose base amenities production. Gain +1 trade and +1 unity, but also +0.25 cg upkeep. Disables shared burden on citizens and residents. -0.25% growth speed
- Incompatible with Corvee System

Police State:
- 2 unity from enforcers.
- +50% ethics attraction.
- +50% pop ethics shift chance.
- Incompatible with beacon of liberty, pluralistic foundation, autonomous colonies

Scavengers:
- -33% clear blocker cost and +33% clear blocker speed
- The civic requires Wasteful trait on main species, locks the trait for as long as the civic remains active.
- Swaps Civilians into Scavengers. Scavengers inherit all civilian outputs and produce 0.2 alloys and 0.45 CG. +0.1 alloys and +0.15 cg on relic, ecu, habitat, shattered ring, ring worlds.

Agrarian Idyll:
- This civic cannot be picked or removed after the game has started.
- -15% pop amenities usage. +2 unity from farmers.
- Each year of peace accumulated increases hostile claims influence cost by 5%. This modifier is multiplicative with claim discounts and additive with unyielding tradition bonus. The accumulated bonus is not lost upon entering war, merely stops increasing, but it is is lost if the civic is removed.

Aristocratic Elite:
- Incompatible with other elite swapping civics.
- +1 leader capacity.
- Nobles now also give the same ethic dependent bonuses of civilians.
- Leaders are more likely to have Noble background.
- Those leaders that have noble background generate 2 unity per level if employed.
- Noble Estates no longer need tier 1 capital building, and also grant same amenities and 1/5th of housing of luxury residences, .
- Noble Estates can be upgraded to Noble Arcologies with Anti-Gravity Engineering tech, which doubles estates effects.
- Councilor: gains -4% leader recruitment cost.

Ascensionists:
- Loses base +25% ascension effects bonus. Instead, each accumulated year of peace grants 1% ascension effects. The accumulated bonus is not lost upon entering war, merely stops increasing, but it is is lost if the civic is removed.

Barbaric Despoilers:
- This civic can now be picked, but not removed, after the game has started.
- Criminals generate 2 unity and 6 navcap.
- Slaves on basic subsistence living standard generate 1 unity.

Beacon of Liberty:
- Activates Ideology casus belli even on unrestricted warfare or defensive wars only policy.
- +900% pop resettlement chance.
- -50% authoritarian ethics attraction.
- New effect: -200 relations with empires not sharing the same set of ethics. +200 with empires sharing the exact same set of ethics.
- Loses -15% empire size from pops.
- Loses +15% unity.
- Gains +20% civilians job efficiency.
- Councilor: grants +0.03 civilian political power/lvl

Citizen Service: Removed authority restrictions. Grants access to a building that gives 0.25 soldier jobs per planet pop. Councilor: +15% army recruitment speed, +0.35 commander leader cap

Exalted Priesthood:
- Incompatible with other elite swapping civics.
- Priests grant +1% civilian job efficiency High Priests +2%.

Feudal Society: Reworked.

  • This civic can be picked, but cannot be removed, after the game has started.
  • -50% leader recruitment cost, -50% army cost, -50% starbase upkeep
  • Grants access to the private colony ship from corporate dominion/private prospectors civic.
  • Leaders assigned to govern planets gain Landed Leader trait:
    • No unity upkeep
    • Don't count toward leader capacity
    • Change their home-world to the assigned planet
    • gain +1 trait pick pool on levelup, +5% elites happiness on the assigned planet
    • add +1 defense armies/level to the assigned planet
    • Increase elites jobs by +4% /level to the assigned planet
    • Cannot be reassigned to other jobs or planets, but can be assigned to council positions
    • Cannot be dismissed
    • Increase their local planet's empire size from pops by 2%/level.
    • Will disappear from the Leaders menu. This is necessary because Assign Leader button allows to bypass the no-assignment restriction.
    • If their colony is lost to war, will still lurk around and be autoassigned to it if it is recovered, will still appear available for council positions, but not for regular assignments
  • If the Capital is moved to an already governed planet, the local landed leader governor will no longer increase empire size from pops, but remain nonassignable.
  • Special interaction with Imperial Heir: will cause the heir to be disinherited if he is assigned as governor of a non-capital planet, will also gain a flat +2 unity upkeep from a disinherited trait.
  • Councilor: -2% ships trade upkeep, 1% vassal navcap contribution effect

Idealistic Foundation: Reworked. Renamed to Pluralistic Foundation.
- Citizen happiness 10>5.
- +1 leader pool.
- Requires Democratic.
- Each faction with at least 10% support will grant, at 60% approval: 15% unity from factions, 2.5% agenda progress speed, reduced time between elections by 5%. And double that at 90% approval.

Imperial Cult: This civic can be picked, but cannot be removed after the game has started. Doubles all unity gained from the totalitarian faction. The totalitarian faction will produce some influence, roughly 1.6% of the faction's unity output. Gains +100% authoritarian ethics attraction. Councilor: +10% authoritarian ethics attraction. The civic retains the vanilla effect of granting 1 priest job slot at the capital per ruler skill level.

Inward Perfection: Reworked. Gain +15% home territory ship and station fire rate. Removed -1 envoy and codebreaking penalty. Removed +20% monthly unity. Now gains 1% monthly unity for each accumulated year of peace. The accumulated bonus is not lost upon entering war, merely stops increasing, but it is is lost if the civic is removed.

Masterful Crafters: Artificers lose 1 trade + 0.1 trade value for each accumulated year of peace. The accumulated bonus is not lost upon entering war, merely stops increasing, but it is is lost if the civic is removed.

Meritocracy: Disabled/Reworked as Autonomous Colonies:
- Requires liberal
- Cannot be removed after adding.
- +5 stability, +50 subjugation acceptance, +1 vassal cap
- All colonies generate irremovable governors for a 20 year term that grant per level: +2% all jobs efficiency/+2% local empire size from pops. Spawned governors start at level 1, don't cost unity, don't count against leader capacity, have the majority ethic of the planet and are of a random species present on the planet that has full citizenship. Incoming governor inherits 75% of outgoing governor's xp if they share ethics.
- Cannot use Resettlement Allowed policy.
- Vassals cannot have integration allowed and no joining vassal defenseive wars terms.
- Councilor: +3% faction unity, +10 subjugation acceptance

Nationalistic Zeal: Ethic requirement change to be either militarist or xenophobe.

Oppressive Autocracy:
- This civic can now be picked, but not removed, after the game has started.
- Gains +20% elites strata efficiency
- Councilor: +3% ruler pop resource output, +0.2 unity from enforcers.

Parliamentary System: Reworked.
- Available to all authorities.
- Replaced vanilla modifiers with -50% faction disapproval from unmet demands
- Grants Summon the Parliament Agenda, 5 year cooldown, 700 agenda launch cost. Triggers Parliament Event.
- The Parliament works similar to the Shroud, spitting out a random amount of boons from a pool to choose from, with differing odds of success upon being chosen by the player. There are no parliamentary curses but most of the boons are mixed blessings. Some are empire wide, a few are planet/sector wide (once the amount of sectors is at 5).
- Councilor: +2% council agenda speed, +1% Parliament odds of success.

Selective Kinship: Reworked. Renamed to Pillar System. Now requires Xenophobe.
- Forces Full Citizenship on other species of the same species class.
- Forces Migration Controls on all species.
- Isolationist faction gains +20 approval.
- -50% resettlement cost, +15% monthly unity, +10% citizen happiness, +100% xenophobe ethics attraction.
- -20% citizen happiness if there's any species of the same species class on the planet ( that is, only one citizen species per planet without penalty, penalty not cumulative )

Shadow Council: Reworked. Democratic or Oligarchic authority.
- This civic can be picked, but not removed, after the game has stated.
- Veteran leaders with Councilor specialization don't cost unity upkeep, grant +3 edict fund, +1% agenda progress speed, per level, but also increase other (non-councilor specialization) leader unity upkeep by 0.5% and reduce all faction approval by 0.25%, per level.
- Unlocks Peace Festivals and Information Quarantine edicts, even without the corresponding ethics.
- The Totalitarian Faction will not be upset by democratic rule.
- Councilor: +0.3 all leader class cap

Shared Burdens: Renamed to Utopian Abundance.
- Now unlocks Utopian Abundance living standard. Shared Burden is now baseline to cooperative ethics.
- +50% cooperative ethics attraction.
- Compatible with Pleasure Seekers.

Slaver Guilds:
- All slaves generate +1 trade.
- Livestock generates 4 trade, boosted by amenities boosting species traits.

Technocracy:
- Incompatible with other elite swapping civics.
- Scientist leaders starting level +2, +20% scientist leader xp gain rate.

Distinguished Admiralry Cannot be picked with Warbots

Sovereign Guardianship (both bio and corporate):

  • Gains +50% militarist ethics attraction.
  • Liberation cb are always active against non-fanatic pacifist empires.
  • Liberated empires become fanatic pacifist and gain Agrarian Idyll and Police State civics.
  • +200 relations with fanatic pacifist empires
  • -200 relations with non-fanatic pacifist empires.
  • Imperialist Faction is replaced with Sovereigntist faction. Attracts pops of both militarist and pacifist ethics, counts as a militarist faction. Issues:
    • Erosion of Sovereignity: -15, be a subject, member of the galactic community or in a federation, except being leader of the federation or being galactic emperor or custodian
    • Sphere of Influence: +5/7.5/10, guarantee independence of 1/2/3 empires, requires meeting other empires to appear.
    • Demilitarized Buffer States: -5/+5/10/15, have 0/1/2/3 fanatic pacifist empires as neighbors, requires meeting other empires to appear.
    • Great Power: +10/-10, same demand as imperialist.
    • Internal Security: +5/-5 No planet has Criminal Underworld modifier.

Crusader Spirit:

  • Now only requires spiritualist.
  • Incompatible with sovereign guardianship, beacon of liberty, pacifism.
  • Gains +50% spiritualist ethics attraction.
  • Effect tooltip now states effects of the civic on opinion modifiers.
  • Opinion modifiers increased: -80>-200 for not sharing the exact same set of ethics. 20>200 for sharing exact same set of ethics.
  • Can now use unrestricted warfare. Liberation cb is always active against empires not sharing same ethics.

Natural Design: Reworked.

  • Requires either Spiritualist or Materialist ethics.
  • +3 unity from Medical Workers but +1 CG upkeep.
  • Grants Body Purists main species trait: +2.5% resources from jobs per positive trait picked.
  • Councilor grants +0.2 unity from Medical Workers.
  • Incompatible with Pleasure Seekers.
  • Reworked genomics services center: Renamed to Natural Culture Office, removed all bonuses, grants 100 bureaucrat jobs.
  • Natural Culture Office can be upgraded with Colonial Centralization tech into Immaculate Church if Spiritualist or Natural Motivation Office if Materialist:
    • Immaculate Church grants 100 Purity Pastor job: 4 unity 2 amenities, 2 cg upkeep; grants +5% pop growth speed per ascension perk.
    • Natural Motivation Office grants 100 Firebrand Foreman job: 4 unity, 2 cg upkeep; grants +2.5% resources from worker, alloy and cg jobs, per ascension perk.
  • With Galactic Administration, both buildings can be further specialized:
    • Immaculate Church can be upgraded into Cathedral of the Immaculate Faith, which grants 1 additional Purity Pastor, or into Immaculate Holy Bastion.
    • Immaculate Holy Bastion grants 200 Purity Paladin jobs and make each pop generate 1 army in the planet, cannot be ruined. Purity Paladins are rulers, count as priests, and produce 6 unity, 3 amenities, 2 cg upkeep; grant +3 naval cap and +1 planet stability per ascension perk.
    • Natural Motivation Office can be upgraded into Natural Propaganda Center, grants 100 additional Firebrand Foreman job, or into Perfect Prefect Prefecture, which grants 2 00Perfect Prefect jobs. Perfect Prefects are rulers, count as researchers for Academic Privilege political power, and produce 6 unity, 3 amenities 2 cg upkeep; grant +3.75% trade value and +2.5% research from jobs per ascension perk.
  • Note that the unique building cannot be upgraded by clicking the yellow upgrade arrow on the corner of the building's icon, it has to be clicked and the upgrade chosen from the annex of the planetary menu. Sometimes the upgrade may not appear, this is usually caused by clicking an empty build slot. Either click on another existing building and then on the unique or, if that does not work, close/open planet menu and click on the unique building.

Death Cult:
- Sacrifices are now agendas:
- Preparation cost of each agenda is 7000, cooldown is 30 years.
- +5% pop growth, +X variable base sacrifice outputs while preparing.
- Launching a sacrifice agenda triggers the same effects as vanilla sacrifice edicts, but with a base duration of 10 years, affected by agenda duration.
- It is possible to start preparing a sacrifice agenda while a sacrifice agenda launch effect is active, launch effect duration is affected by agenda duration modifiers and multiple different sacrifice effects can stack together if launched in quick succession
- If slavery policy is set to allowed, Mortal Initiates are swapped into Temple Slaves. Temple Slaves can only be worked by slaves.

New Civic: Offworld Companies : Uses the same effect as Void Hive. Requires Competitive. -75% empires size from systems, +0.5 trade from civilians. +2 starbase capacity. Councilor: +4% mining/research station output.

Secret Societies: No longer prevents regular factions from forming. Is now compatible with parliamentary and crowdsourcing civics. The three factions will now have varied guiding ethics, that are neither governing nor opposite to governing ones.

Experimental Sentencing:
- Test subjects are now worker tier (won't be occupied by slaves otherwise), reduce criminal jobs by 100.
- Orderlies slave type now has -30% happiness and -50% empire size (like chattel slavery in the mod).
- Situation now allows changing research area, but switching after the situation reaches 30 progress, detracts 15.

Fire Cult:
- Renamed to Guilt Cult
- Fire Dancers renamed to Flagellants
- Fire Oracles renamed to Living Saints
- Scourge of the Volcano renamed to Flagellant Order
- Blazing Scourge can be enacted if a planet is not volcanic, terraforms planet into a Volcanic World.
- Unlocks basic subsistence and population controls for citizen species: produce 0.5 unity/100 pops if enacted, stackable.
- Incompatible with aristocratic elite, merchant guilds, pleasure seekers.
- Incompatible with volcanic or lithoid main species.

CORPORATE CIVICS

New corporate Civic: Corporate Dynasty. Requires authoritarian. Incompatible with Free traders civic. Swaps oligarchic election for imperial succession. Rulers have imperial effects, reign for life. +20% agenda effect duration, +1 leader capacity. Councilor: +2% trade value and commercial pact efficiency, must be occupied by Imperial Heir.

Augmentation Bazaars: Now incompatible with spiritualist. Has Integrated Cybernetics guaranteed research option. Can pick flesh is weak as 1st or 2nd AP.

Criminal Heritage: Gains -75% espionage ops influence cost. +2 codebreaking

Private Prospectors: Gains Feudal Society civic effects. -50% empire size from planets. Loses -25% empire size from systems.

Scavengers: Gains Scavengers civic effects

Gospel of the Masses: Traditionalist Faction will form shortly after the game starts, grants energy credits at 100% rate of the faction's unity output.

Gigacorp:: Ascensionists civic effects. Requires Pacifist and Spiritualist. It is possible to switch between the regular and corporate civic without losing the accumulated years of peace bonuses.

Mastercraft Inc: Masterful Crafters effects. Requires Pacifist and Materialist. It is possible to switch between the regular and corporate civic without losing the accumulated years of peace bonuses.

New Civic: Offworld Subbies : corporate version of Offworld Companies

MACHINE INTELLIGENCE CIVICS

Delegated Functions: Cannot be added or removed after the game has started. Gains Feudal Society civic effects. In addition, allows releasing sectors as machine intelligence vassals. -50% leader recruitment cost. +1 vassal cap before divided patronage activates.

OTA Updates: Gains +900% pop auto resettlement chance (for a total of 50%)

Rapid Replicators: Civic disabled. Individualist machine version has also been disabled by the mod.

Edit

Pub: 23 May 2025 18:54 UTC

Edit: 24 May 2026 19:03 UTC

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