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.
  • Imperial: +0.35 projection, -2% empire 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.
  • Swapped all +15-20% cyborg pop happiness modifiers from cyber advanced authorities to +5% cyborg pop resource output

Psionic Advanced Authorities (require accepting the Divine Sovereign)
Note that Psionic Pops are affected by biological pop modifiers (unless there's psionic robots somewhere)
Note that reform government ui window will not refresh to advanced authority icons if it was opened before fulfilling advanced authority requirements, a save/load fixes the issue.

  • Democratic Communion: +10% resources from psionic pops, -20% non-psionic happiness . -50% war exaustion. Gains access to the Legislative Chorus edict from cyber democracy authority. Elections every 10 years. Chosen one is not the ruler (but will remain until the first election): has 0x mult to support during election.
  • Oligarchic Archontate: Chosen rules forever, has dictatorial councilor modifiers. Leaders gain a trait that makes them immortal and gives +30% biological pops resources / -35% psionic pops resources on the planets they govern (and half of that to the sector). Unlocks Psionic Bestowment unique agenda, gives +30% resources from biological pops / -35% from psionic ones and gives every leader 300xp per skill level they have. Replaces telepaths with bestowers, they have the same modifiers but are from ruler strata (with +2 cg upkeep attached) and boost all biological pops instead of only psionic pops (including conduit councilor bonus).
  • Dictatorial Dominate: Chosen rules forever, has regular imperial modifiers. Unlocks the extort faction mechanic from the cyber oligarchic authority, unlocks edict "Sovereign's Favor" which increases extorted faction attraction by +200% and ethics shift chance by +100%. +100% faction approval, +50% leader hiring cost.
  • Imperial Diarchy: Chosen has cyber imperial councilor modifiers (switches influence to ruler output bonus). -2 leader pool. Imperial Heir also mirrors the ruler's Chosen trait, and will die if the authority is changed. Unlocks Diarchic Succession agenda, 10 year cd. Diarchic Succession kills current Chosen One, immediately triggers shroud delve, buffs empire for 5 years: +20% resources from psionic pops
  • Corporate Cabal: Chosen one rules forever. Can establish holdings without trade agreement (normal holdings, not criminal) in any regular empire, except those with a chosen one advanced government. Grants "Cultural Exchange Museum" holding: grants +10% happiness and +1 culture worker on the planet, produces 0.15 influence for the holder. +5 diplomatic relations from the planet owner to the holder. Increases holder's diplomatic weight by 1% (needs Sanctum) and adds 1% local resources from psionic pops to the Sanctum building.

Civic Nerfs:
Catalytic Processing: catalytic metallurgists base alloys 3.75>3.25 food upkeep 9->6. Councilor +2% metallurgist output replaced with -1% metallurgist upkeep
Feudal Society: Use trait picks before assigning a leader to a colony or the trait picks will be lost
Masterful Crafters: Indirectly nerfed by rising base Artisan CG and minerals upkeep to 7. Artificers are still more efficient, at 6 minerals for 7 cg.
Parliamentary System: Indirectly nerfed by making factions spawn for individualists shortly after the game start, is compensated with a stronger effects.
Genesis Guides: All versions of this civic can now be added, but not removed, after the game has started.

CIVICS:

- Ethics Requeriment Changes for Civics:

  • Environmentalism: Ecologist.
  • Beastmasters: Ecologist
  • Idyllic Bloom: Ecologist
  • Anglers: Ecologist
  • Planetscrapers: Industrial.
  • Storm Devotion: spiritualist
  • Pleasure Seekers: Competitive.
  • Scavengers: industrialist and competitive
  • Relentless Industrialists: industrialist.
  • Mining Guilds: Industrialist.
  • Masterful Crafters: Pacifist + Industrialist
  • Shared Burden: fanatic cooperative, no longer incompatible with xenophobe.
  • Astrometeorology: Materialist.
  • Hyperspace Specialty: Requires 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
  • Pluralistic Foundation: liberal
  • Slaver Guilds: authoritarian or competitive
  • Police State: Incompatible with fanatic liberal
  • Parliamentary System: Incompatible with fanatic authoritarian
  • Corvee System: not liberal
  • Genesis Guides: xenophile
  • Aristocratic Elite: authoritarian
  • Feudal Society: authoritarian
  • Imperial Cult: Fanatic authoritarian
    Corporate Civics:
  • Indentured Assets: authoritarian or competitive
  • Corporate Hedonism: competitive
  • Shareholder Values: Industrialist
  • Worker Cooperative: Fanatic Cooperative
  • Mastercraft Inc: pacifist + industrialist
  • Space Ranchers: ecologist
  • Anglers: ecologist
  • Ruthless Competition: competitive. Now grants +10% specialist output instead of +1 codebreaking
  • Privatized Exploration: Fanatic Competitive
  • Vaults of Knowledge: cooperative or authoritarian

Civic Effects Changes:

Byzantine Bureaucracy: Lost +1 unity to bureaucrats. +2 starting level to officials, +20% official xp gain rate. 2 unity/level from official class leaders, +1 stability to both priests and bureaucrats. Councilor: +0.35 official cap

Corvee System: -90% demotion time, -50% resettlement cost. Unemployed pops become labourers instead. Labourers give +4 amenities +15% planetary build speed -5% building and district upkeep.

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 0.5 influence and 6 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: -20% empire size, Administrators (priests, bureaucrats) output: +20%, upkeep -20%. Councilor: +1% to the previous values.

Environmentalist: Reworked. Renamed to Ecological Integration. Reduces district amount penalties from natural blockers by half, -25% for nature preserves. Rangers lodge now only gives a flat 2 rangers, loses +2 unity from blockers. Rangers are now specialists: +3 soc research, -10 crime, +5% resources from jobs to organic pops on Gaia Worlds. They still have the vanilla effect of basic resources from blockers and ability to make nature preserves blockers via planet decision. Councilor: +0.75% increase to rangers resources from jobs bonus.

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

Eager Explorers: Colonizes 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, gains -20% pop housing usage.

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: Gains +2 unity from merchants. Officials and Scientists are likely to have Merchant background, those that do generate 1 energy/level if they govern a planet.

Mining Guilds: Gives the t1 Minerals Purification tech as a guaranteed research option. Mineral Purification plants of any tier add 1 merchant job. Merchants have +5% minerals from jobs to planet.

Mutagenic Spas: Reworked. Bath attendants give flat: +10 amenities, 1% planet pop habitability, 1.9 unity. In addition, for each Urban or Industrial District they give: +2% planet pop habitability, +0.5 amenities, 0.1 unity but also apply -0.25% penalty to pop growth speed

Philosopher King: Loses 5 ruler levels effect. Gains 8 monthly unity/ruler skill, +1 trait pool for leaders and +1 leader pool. Can use Utopian Abundance. 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. Grants +2 trade from rulers, +100% competitive ethics attraction to specialists and rulers on Decadent living standards.

Police State: Loses bonus to telepaths. +1>2 unity from enforcers. +50% ethics attraction. +50% pop ethics shift chance. Incompatible with egalitarian ethic but can be picked by fanatic egalitarian. Incompatible with beacon of liberty, autonomous colonies

Reanimators: Non-materialist now. Necromancers +4 navcap.

Scavengers: Reworked. -33% clear blocker cost and +33% clear blocker speed. Gain access to a scavenger building that adds 0.2 scavenger jobs per planet pop. The building can't be demolished or ruined once built. Scavengers produce 2.5 CG, 1 alloys without minerals upkeep. They also add 2 defense armies and -5 crime. On relic, arcology, habitat, ringworlds they gain an additional 1 CG and 0.5 alloy production. The job cannot be manually depriorized. The civic requires Wasteful trait on main species, locks the trait for as long as the civic remains active. Incompatible with egalitarian, Environmentalist civic. Councilor: gains +2 trade protection. Vanilla effects are retained.

Agrarian Idyll: Reworked. Now requires Fanatic Pacifist. 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: +1 leader pool size, leader capacity. Nobles now give +5 stability (from 2). They also give the same ethic dependent bonuses of culture workers. Leaders are more likely to have Noble background. Those leaders that have noble background have 50% chance to start with a random veteran specialization of their leader class (this means at level 4 you will pick a veteran trait, instead of a specialization). Noble Estates no longer need tier 1 capital building and give +3 amenities, use biotrophy preserves icon, can be upgraded to Noble Arcologies with Anti-Gravity Engineering tech, which doubles estates effects (2 nobles, 6 amenities, 2 housing, uses the vanilla noble estates icon), incompatible with Noble Estates orbital ring building. Councilor: -4% leader recruitment cost.

Ascensionists: Now requires pacifist and spiritualist. 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 generate 1 flat unity (unaffected by modifiers). Councilor: gains +3% slave pop output

Beacon of Liberty: Activates Ideology casus belli even on unrestricted warfare or defensive wars only policy. +900% pop resettlement chance. Gains +50% egalitarian 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.

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: Priests grant +1.5% resources from jobs to organic pops. Death Priests, Necromancers +2%. High Priests +3%. These bonuses are multiplied by amenity species traits on priests (charismatic, crafted smiles). T2 and T3 temples replace 1 priest job with a 1 high priest job. Councilor: +3% pop growth.

Feudal Society: Use trait picks before assigning a leader to a colony or the trait picks will be lost Reworked.

  • This civic can be picked, but cannot be removed, after the game has started.
  • Requires Authoritarian ethic.
  • Gains -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 to leader capacity
    • Change their home-world to the governed planet
    • gain +1 trait pick pool, +4 planet armies/level, +4% ruler resources from jobs/level
    • Cannot be reassigned to other jobs or planets (council positions are exempt)
    • Cost unity to dismiss.
    • Increase their local planet's empire size from pops by 2%/level.
  • 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.
  • Leaders of lost planets cannot be given assignments except council positions, cost unity to be dismissed, will still not count to leader cap (but will cost unity upkeep), and will automatically recover governorship of their planet if it is recovered.
  • 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: -1% ship upkeep, 1% vassal navcap contribution effect

Free Haven: +5% citizen happiness if a pop of different species but same species class is present. +5% citizen happiness if a pop of different species and species class is present (max total +10% from fulfilling both conditions)

Idealistic Foundation: Reworked. Renamed to Pluralistic Foundation. Citizen happiness 10>5. +1 leader pool. Requires Democratic. Removed egalitarian requirement. 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: Reworked. Now requires pacifist and materialist ethic. Artificers lose 2 trade from vanilla but gain 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: +3% resources from jobs/+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.
- Every 2 years a random colony with a free slot gains a semi-random basic building or district. What is gained depends on designation, amenities and crime. Building slots are filled first, and if there's none, a district is built.
- 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. Special Living standard buffed, refer to the other rentry for details. Incompatible with Corvee System. Grants access to leader enhancement policy from game start. +2 effective councilor level, +1 leader pool, +1 leader trait pool. Councilor: +3% ruler pop resource output, +0.2 unity from enforcers.

Parliamentary System: Reworked. Available to all authorities. +40% unity from factions.. 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 +50 approval. -50% resettlement cost, +15% monthly unity, +10% citizen happiness, +100% xenophobe ethics attraction. But -20% citizen happiness if there's any species of the same species class on the planet ( that is, only one full 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. Unlocks Stratified Economy living standard, even if not (formally) authoritarian. The Totalitarian Faction will not be upset by democratic rule. Councilor: +0.3 all leader class cap

Shared Burdens:+100% cooperative ethics attraction. -100% pop demotion time. Living Standard buffed, grants 3/3/3 > 4/4/4 power, -20% housing and amenities usage, 0.35>0.3 CG upkeep.

Slaver Guilds: Ethic changed to be either authoritarian or xenophobe. Grants neural implants tech. Slave Processing Centers add 1 merchant job. Merchants increase slave pop resource output by 5%. All slaves generate +1 trade. Livestock generates 4 trade value, modified by charismatic trait (instead of thrifty). Councilor: +5% slave pop happiness, +0.2 trade value to Livestock.

Technocracy: Scientist leaders starting level +2, +20% scientist leader xp gain rate. T2 and T3 labs replace 1 researcher with 1 head researcher.

Distinguished Admiralry Cannot be picked with Warbots

Fanatic Purifiers: Only require fanatic xenophobe ethic

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.
  • Cloning, Gene Banks and Capacity Booster techs can now be researched. Adjusted fluff of Capacity Boosters to not imply gene modding.
  • Reworked genomics services center: Renamed to Natural Culture Office, removed all bonuses, grants 1 culture worker.
  • Natural Culture Office can be upgraded with Colonial Centralization tech into Immaculate Church if Spiritualist or Natural Motivation Office if Materialist:
    • Immaculate Church grants 1 Purity Pastor job: 4 unity 2 amenities, 2 cg upkeep; grants +5% pop growth speed per ascension perk.
    • Natural Motivation Office grants 1 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 2 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 1 additional Firebrand Foreman job, or into Perfect Prefect Prefecture, which grants 2 Perfect 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 right 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.

Imported and adapted civic from Petruha's Ethics and Civics: Social State. Some degree of cooperative, not spiritualist, not fanatic liberal. bureaucrats +5 amenities, +3 housing, +1 unity. Penalty: +1 CG upkeep from bureaucrats.

New Civic: Offworld Companies : Uses the same effect as Void Hive. Requires Competitive. -75% empires size from systems, +20 trade protection, +5 starbase trade collection range. Councilor: +4% mining/research station output.

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

Media Conglomerate: Gains Shadow Council civic effects.

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.

Private Military Companies -50% army cost.

Ruthless Competition: 10>20% leader xp

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.

Factory Overclocking: Replicators produce 2 unity and 1 amenities. +1 leader pool size.

Hyper Lubrication Basins: Reworked. Lubrication Terminal jobs now grant a base +4 amenities and +1% pop assembly speed for 1 job energy upkeep. Each Nexus or Industrial District increases their output by +0.5 amenities and 1% pop assembly speed. Cannot be picked by Rogue Servitor.

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

Unitary Cohesion: Coordinators produce 1 additional Unity.

Warbots: Now also grants +10% ship fire rate. Cannot be picked by Rogue Servitor.

Zero-Waste Protocols: Now also grants -10% pop amenities usage.

Edit

Pub: 28 Feb 2024 13:58 UTC

Edit: 11 Feb 2025 20:31 UTC

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