SPECIES TRAITS/ORIGINS
Necrophage
Incompatible with lithoid. Ruler output 5>15%
Necropurge escape chance 25%>0%. Purged pop happiness -50%>-30%
Elevation ceremony grants unity with the necrophage unique harmony tradition per pop, instead of per ceremony

Synthetic Fertility: (nerfed) Advanced synthetic authorities event chain start is now delayed by 20 years. This does not affect other origins.

Clone army: (nerfed)

  • Ascendant now grants immortality.
  • Debated Origin imposes a global -20% monthly unity loss (instead of unity from jobs loss), and -15 stab.
  • Meaningful Origin/Honorable Leadership modifiers halved.
  • New event that fires shortly after the Cipher discovery, explains the two choices and imposes a "Crossroads Turmoil" modifier: -20% unity and -15 stab.
  • Completing either Ascendant or Descendant path removes the penalty and imposes a smaller one that depends on the path, and lasts 20 years.
  • Negative event modifiers apply immediately, not on popup accept.
  • You can delete the event changes this by removing the clone related files from events and static_modifiers mod folders.

Overtuned:

  • Fleeting Excellence: now 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 (same as modded Very Strong). Army damage 40>50% and is now doubled by the edict.
  • Gene Mentorship: xp gain 25>15%
  • Commercial Genius: trade bonus 25>15%
  • Elevated synapses: Research 20>15%, leader upkeep -25>-15%, but now is doubled by the edict. Now incompatible with Augmented Intelligence.
  • Spliced Adaptability habitability 20>10%
  • Augmented Intelligence: research 10>7.5%
  • Excessive Endurance: points 3>2. Habitability 30>20%
  • Preplanned Growth: pop growth 30>20%
  • Expressed Tradition: Now has +30% government ethics attraction
  • Low Maintenance: Now 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.
    • Now imposes -20 leader lifespan while active.

Void Dwellers: Removed -30% pop happiness on planets that regular bio void dwellers have

Shattered ring: removed shorting power grid blocker on shattered rings.

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

Syncretic Evolution: Serviles trait cost 1>0. Doubled happiness and resources bonus. Changed main/servile pop proportion from 16/12 to 24/4

Subterranean: Removed pop growth, assembly, empire size penalties, housing usage penalty: +20%. Habitability floor (bio) 50>70%

Tree of Life: now also available to individualist organic spiritualist or ecologist empires. Colony ship food cost increase 500>200. Trees no longer have food upkeep, produce food instead, 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 +10/5% resources from jobs.

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

Post-Apocalyptic: Can now terraform any uncolonized planet within borders to tomb world via planetary decision for 1k energy and 5 year delay, from game start.

Traits:

  • New species trait: Extravagant: - 2 (adds points) -25% trade from jobs, -25% envoy improve relations, +25% envoy harm relations, 1.25 multiplier for pop xenophobe attraction. Incompatible with Thrifty, Conservationist, Hive Mind
  • New species trait: Toxic. 2 points, toxoid species only. -20% habitability. +30% habitability floor. +50% army damage. Each Toxic pop increases Toxic pop habitability by 2% (max +50%) and decreases it by -1% for non-Toxic pops
  • Noxious: Renamed to Psychopaths. Has a brand new icon. Removed army and habitability effects. +10% amenities from jobs, +20% CG upkeep. Unhappiness to non-psycho pops per psycho -1>-2%
  • Incubators: incompatible with Hive Mind, Aquatic. New Icon and description. The bonus will start decaying at 12 pops instead of at 8
  • Venerable: 4>3
  • All base basic resources traits: 2>1
  • Strong/Very Strong: Very Strong 3>2. Army bonus 20/40> 25/50. Enforcers with the trait produce 0.5/1 unity, half for soldiers.
  • Slow breeders: -2>-3, now is compatible with incubators, existential iteroparity, psychological infertility, budding
  • Deviants: -1>-2 Gov ethics attraction -15>-20%
  • Decadent no longer suppresses Egalitarian ethics
  • Nomad: pop growth from migration 15>10% (new decisions allow player control over pop growth from migration)
  • Quick Learners: xp gain 10>15%

POP JOBS
High Priest: Amenities 3>6. Unity 8->6, new spiritualist living standard that raises unity back to 8

Technophant: Amenities 5>6. Unity 6->4, new spiritualist living standard that raises unity back to 6

Death Priest: Amenities 2>3

Priest: Amenities 2>3

Evaluator: Maintenance 2e>4e

Necrophyte: 1.5>2.5 unity

Necromancer: nav cap 2>4. Counts as priest for exalted priesthood and spiritualist living standard

Enforcer: Can be worked by indentured slaves. Changed to have enhanced priority at 29 crime, instead of 15. increased job priority if there's a criminal underworld. Crime -25>-20. Now produce 1 unity and cost 1 CG upkeep.

Hunter Seeker Drone: job priority modified to ramp up at 29 crime and be next to zero below that, increased job priority if there's drone corruption.

Entertainer: Can be worked by indentured slaves.

Batteries: +2 unity. Political power 0.25>0.05. No longer have unhappiness from slavery

Livestock: +1 unity. Political power 0.15>0.05. Slavery type can be used by authoritarians too now, cannot be used by xenophiles.

ASCENSIONS/TRADITIONS

Virtuality:

  • Transformation Situation requires Nanite Assemblers tech to progress (can be gained from the special agenda unlocked by Synthetic Age AP)
  • Changed tradition perks order, uses Politics template. Clustered Capacity is the last of the perks and requires all others.
  • Clustered Capacity unlocks building Server Cluster. The building provides +125% resources to virtual pops, bonus decays by -25% for each server cluster in the empire. Virtual Pop creation and destruction from tradition completion depends on the presence of the Server Cluster on the planet. It cannot be ruined or disabled but if it is manually demolished, all virtual pops on the planed die and the -25% resources bonus decay is refunded. Refund also happens if the planet is lost.
  • Virtual Pops no longer have +175% resources nor -25% per planet owned. +0.1 upkeep depends on the number of Server Clusters in the empire, not planets owned.
  • 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 1/5 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.

Synthetic Evolution:

  • Synthetic Evolution now starts the Synthetics transformation situation, instead of the Synthetics tradition opener. The situation requires Artificial Administration tech to progress (can be gained from the special agenda unlocked by the AP). At the end of the situation, it is possible to choose 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 event chain aswell. Synthetic fertility origin cannot opt for virtuality.
  • Virtual event chain path gained from synthetic ascension grants Relay Beacon building: grants +1% local resources from virtual pops per relay beacon in the empire, +0.5 energy upkeep to all relay beacons for each one in the empire.
  • Virtual policies affect only planets with Relay Beacon building.
  • 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 two 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.

Genetics:

  • Genetic Resequencing perk gives +4 pops per month per planet affected by the automodding trait
  • Medical Worker +5 amenities with genetic resequencing tradition.
  • Bio Automodding trait (Vocational Genomics, unlocked with Targeted Gene Expressions tech) will now shift to Erudite (instead of Intelligent) for researchers, and to Natural Machinists for pops working industrial jobs, once these advanced traits are unlocked. Note that automodded Erudite does not provide special leader traits, only pop modifiers.
  • Nerve stapled pops can work most specialist jobs, except research and unity jobs
  • New Building: Bio Lathe. Requires targeted gene expressions tech. 1 empire limit. +25 biological pop assembly on the planet. Adds nerve stapled trait to any assembled pop on the planet, if it does not have it already.
  • Assimilation can now be set for any biological species with Engineered Genesis tradition. Will assimilate them into the founder species over time.
  • Genetic Pursuit agenda gives 300 xp per leader level to each leader and rejuvenates them by 10 years on completion.
  • Delicious, Nerve Stapled, Felsic reduced trait point cost to 1.
  • Scintillating, Gaseous Byproducts, Volatile Excretions (genetic ascension versions that require Lithoid Transgenesis) reduced trait point cost to 1, can be picked by lithoids (but not stacked with the common lithoid versions)
  • Lithoid, Plantoid, Leviathan transgenesis reduced to tier 3 techs, techs base cost 15k->8k.
  • Retroviral Manipulation tradition (Genetic Ascension): Has a unique replacement tradition for Necrophages, "Retroviral Vectors" that also increases purge speed by 150% and grants up to 100 society research on necrophaging a pop, max award is given when monthly soc research is at 100 or more.
  • New advanced Genetic Ascension traits:
    • Gene Hunters: 4 cost. +1% resources from jobs per 40 pops assimilated or necrophaged through purge or elevation ceremony. +120 lifespan. Incompatible with Neurochemical Beauty, Venerable, Enduring, Fleeting. Only works for founder species (but can be added to any, no way to limit it). Pop count only starts after creating a main species template with this trait, and applying it to all of the main species pops.
    • Neurochemical Beauty: 4 cost. +30% amenities. +1% resources from jobs per owned species. Incompatible with Gene Hunters, Charismatic, Repugnant. Sub-species are not counted.
    • Empathic Link: 4 cost. +125% resources from jobs. -25% resources from jobs per owned planet. -15% housing usage, empire size from pops. Incompatible with Docile, Unruly, Communal, Solitary.

Psionics:

  • Psionic theory loses -10% empire size from pops, the modifier is moved to the Divine Sovereign civic.
  • Chosen One event can always trigger for Imperial (that is, even if neither ruler nor heir are the chosen one). If Chosen one is already an Imperial Ruler, event cannot be rejected. Chosen One event mean time to happen reduced from 10 years to 1.
  • Increased base patron favour gain from 0.03 to 0.06
  • Mind over Matter AP grants 0.07 bonus favor with any chosen patron.
  • Zro Catalysis tech added to Mind over Matter council agenda
  • Chosen One can't be dismissed.
  • Chosen one event attained from the shroud without any patron has a 70%->100% chance of success if green option is picked.
  • Corporate authority can also get the divine sovereign event and will not shift ethics upon acceptance (except for the alternative whisperers from the void option).
  • If the chosen one ends up killed, -60 empire stability is added for 60 days and a chance to pick a leader for chosenhood will be granted in 30 days. (patron chosen one event, or vanilla chosen one event if the dead one wasn't from a patron). If advanced psionic authorities have been unlocked, new chosen one will gain rulership half a year after spawning (except for democratic authority).
  • Divine Sovereign authority and ethics shift will only happen if the authority was dictatorial or imperial, will shift from imperial to dictatorial if so.
  • Divine Sovereign Civic renamed to Psionic Conduit, lifted authority restrictions, adapted fluff. Removed most modifiers. Councilor renamed to Conduit Keeper.
  • New Advanced Psionic Authorities, gained upon acquiring Divine Soverein (Psionic Conduit) Civic, described in the other rentry text.
  • Psionic Sovereign grants +2 councilor skill (advanced oligarchy loses +2 councilor skill)
  • Composer of Strands: Replaced Consecrated Worlds AP for raising patron favor with World Shaper OR Mastery of Nature.
  • Composer of Strands: Grants extra +5/10% habitability. Event that devolves pops has a second option that grants Epigenetic Triggers as a guaranteed research option and Genome Mapping for free if it hasn't been researched.
  • Eater of Worlds: Penalty reduced to +15/+30% ship and army upkeep during peace. Grants -25/50% war exhaustion.
  • Instrument of Desire: Grants +1/+2 leader hiring pool. Sanctum grants +1 councilor skill instead of 5% happiness.
  • New Building: Sanctum of the Chosen One. Requires Psionic Sovereign Civic and not having a confirmed patron. Grants +2 starting leader level, +10% resources from bio pops.
  • Zro Catalysis edict is now available either with the Holy Covenant Federation, or with Zro Distillation technology.
  • Shroud Enclave will not sell teacher leaders to non-organic or gestalt empires.
  • Psionic ascension now only boosts spiritualist ethics attraction only if empire has a Chosen One and no covenant.
  • Thought enforcement edict gives 25>100% governing ethics attraction and +100% ethics shift chance, but now has 0.5 zro base upkeep instead of unity. Having the edict up will trigger authoritarian politics issue for liberal factions.

Whisperers from the Void changes:

  • Confirming the Pact will set spiritualist attraction to 0 and multiply materialist attraction by 2. Spiritualist faction will get -20 approval, Materialist +10.
  • Chosen One event has a different variation for Whisperers: will shift ethics towards authoritarian/fanatic materialist instead.

Mercantile: Marketplace of Better Ideas has a replacement tradition for Authoritarians or Xenophobes: additionally gives 0.25 living standards trade value to all slaves.
Synchronicity: Replaced -10% empire size from pops with +15% monthly unity
Harmony:
- Harmonious Directives gives +1 bureaucrat unity production to non-spiritualist empires, -20% priest upkeep to spiritualists.
- Greater Good gives +25% faction unity output. Changed fluff a bit of Mind And Body.
- Kinship: Replaced -10% empire size from pops with +15% monthly unity
Prosperity:
- administrative operations gives -20% bureaucrat upkeep to non-gestalt, non-spiritualist empires.
- Public Works Divison grants +0.5 unity from clerks.
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.

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.
  • **Compatibility with UI Overhaul mod requires this mod to be loaded after it **
  • Factions will form shortly after the game starts for all individualist empires, instead of with a 10 year delay and after meeting another empire.
  • 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 6 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.
  • Reduced thresholds to form factions from 5 pops or 3% of pops (whichever is higher) to 1 or 1% of population.
  • 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 +10/20% resources from jobs, on top of +5/10% happiness to their pops. Unhappy/Very Unhappy factions penalize their pops with -10/30% resources, -10/-30% happiness and -50/90% pop ethics shift chance.
  • 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 no longer suppresses pacifist ethics.
  • Democratic/Imperial authority no longer suppresses authoritarian/egalitarian ethics.
  • 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 3 years, costs 500 cg, requires peace, 1st tier capital and no free districts.
  • Xenophile edict: growth from migration +25>10%
  • 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, and increases if there's free xenos on planet.
  • Reduced attraction mult to xenophobe if there's an enslaved species on planet from 2x to 1.25x.
  • 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 resources from jobs, +25% blocker clear speed.
- Gains the effect of Mastery of Nature AP: can increase max districts, 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.
- Culture Worker: +5% building and district build speed.
- Edict: Jobs Relocation. Costs energy. 6 month lock in. 90% of cost of demolished buildings/districts is refunded, -10% building and district cost.
- 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 empirewide unity from blockers.
- Gains the Expand Nature preserves planetary decision from Environmentalist Civic. Reduced time to enact to 3 years, now costs 250 energy
- Culture Worker: +0.125 unity from natural blockers.
- Edict: Hardship Readiness: Costs unity. +10% habitability.
- Faction: Environmentalist Faction
- Agenda: Alien Ecosystems Observation
- Cooperative:
- Passive: -10% empire size from pops, food/minerals cost upkeep from pops.
- Allows utopian living standards.
- Culture Worker: +2 amenities
- Edict: Healthcare Campaign. Costs energy. +10% pop growth.
- Faction: Labor Faction
- Agenda: Civic Solidarity
- Competitive:
- Passive: +10% trade value, +1 rivals.
- Allows Decadent living standards.
- Culture Worker: +2 TV.
- Edict: Consumerism Incentives. Costs CG. +20% trade from living standards. +25% ethic attraction.
- Faction: Prosperity Faction
- Agenda: Haute Finance Instruments

  • Vanilla Ethics changes:
    • Materialist: Culture Worker +1 society research.
    • Xenophobe: Star-base influence cost changed to +10% home territory fire rate. Culture Worker: +3 defense armies.
    • Pacifist: Replaced vanilla passives with -25% starbase influence cost and -25% tradition cost from empire size. Peace Festivals now deactivates at war. Can now increase planetary ascension tier to level 1/2 from gamestart via planetary decision.
    • Authoritarian: Replaced vanilla passives with +1 leader trait pool options, +1 enforcer job on planets
    • Xenophile: Loses trade value, -25% diplomatic agreement upkeep
    • Spiritualist: Loses Consecrated Worlds mechanic.
    • Egalitarian: Rebranded as Liberal, loses social bent. Inherits most egalitarian civics. Loses utopian abundace. New Passives: +1 culture worker job on planets, +1 leader pool. Culture Worker: +10% pop political power. Agenda now boosts culture worker and faction unity.

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

  • Totalitarian:
    • autocracy 10>5 approves of oligarchy too
    • Stratified Society renamed to "Stoic Order": 5/-15. No species on Utopian or Decadent living standards.
    • oppressive subjugation 10>0 (removed),
    • Extranational Authority 10>5,
    • New issue: Homogeneity +5 if highest faction support
    • No Elitism policy -5>0
    • No stratification -20>-15
    • 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: 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, 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, theocratic order or 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/-5. 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 Decadence: -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 pop growth in 0/1/2/3 sector capitals
    • Technologist faction now loses robots related issues if Allelic Expression or Breach the Shroud tradition is picked, and gains new ones:
      • Genetic Ascension: +5/0, complete genetics tree, requires starting genetics tree.
      • Bioengineering Pursuit: -5/+5/10/15 have 0/1/2/3 genemodded species with an advanced trait that costs 4 points or Nerve Stapled, requires Allelic Expression tradition.
      • Psionic Discovery: +5/0, complete psionics tree, requires starting psionics tree.
      • Shroud Field Experiments: +10/-5 have "Mustering Psionic Strength" modifier, requires breach the shroud tradition.
      • Shroud Research Cooperation: +5/0 Have a Shroudwalker Teacher leader.
  • Traditionalist:
    • Psionic techings (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.
      • 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 energy income from trade 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 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
    • Federated 20>5
    • Recent comms 5>2.5
    • Multiculturalism 10>5 reduced species req from 4 to 3
    • 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 10/20/40 * owned pops in energy credits stockpile.
        • Trade Moguls: +5/0. Have energy income from trade 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 modifier
      • Unique Agenda: Haute Finance Instruments. +100/200/300% ruler pop power. +20/30/40% ruler pop resource output. On enactment gain 10/20/30 * by number of pops energy credits but get a flat -5/7.5/10% pop growth for the duration of the agenda.
    • Industrialist:
      • Unique Issues:
        • Well Oiled Machine: +5/10/15. Alloy income is 0.5/1/1.5 times the number of pops.
        • Urban Wonder: +5/0 have an ecumenopolis
        • Marvel of Engineering: +5/0 have a megastructure
        • Excessive Stockpiles: 0/-10 have more than 40*owned pops of CG or Alloys.
        • Economic Mismanagement: 0/-15 be in a deficit situation
      • Unique Agenda: Rapid Industrialization. +25/50/75% building and district build speed, -10/15/20% building and district upkeep.
    • 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
      • Unique Agenda: Alien Ecosystem Study. +1/1.5/2 society research from natural blockers.
    • Labor (cooperative ethic):
      • Unique issues:
        • Social Security: +5/-10 have all citizen species on social security, utopian abundance or shared burden. If Fanatic Cooperative, also includes stratified economy.
        • 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 or Theocratic living standards on any species.
          -Unique Agenda: Civilian Solidarity: +10/15/20% amenities, +10/15/20% monthly unity, +45/60/100% worker and specialist political power

Ethics agendas rework:
Agendas have been rebalanced, no longer require governing ethics and split in 3 tiers with increasing effects and preparation time (3500/5250/7000). All agendas boosts their respective ethics attraction by 25% while preparing and 50% while launched. They require their associated faction to have 10/30/60% support and a leader of their ethic be appointed councilor:

  • Totalitarian: renamed to "Reign of Order": +1/1.5/2 unity from enforcers, +1/1/2 councilor level.
  • Progressive: (Now Liberal): Cultural Mission. +20/30/40% unity from culture workers. +20/30/40% unity from factions. +300/450/600% unemployed pop resettlement chance.
  • Imperialist: Renamed to "Patriotic Fervor": +6/9/12 temporary armies in all planets, +10/15/20% worker resource output, -10/15/20% pop CG upkeep, -10/15/20% war exaustion
  • Prosperity: Renamed to "Engines of Peace": +5/7.5/10% specialist resource output, -10/15/20% building and district cost, +25/30/50% planetary building speed
  • Supremacist/Isolationist: +1/2/3 encryption, +10/15/20% home territory ship fire rate, +7.5/10/15% pop growth, +10/15/20% citizen pop happiness, -5/7.5/10% general pop happiness (net +10% for citizens).
  • Technologist: Renamed to "Scientific Mobilization": +1/1/2 temporary researcher jobs in all planets, +30/45/60% scientist experience gain, still has the vanilla effect of guaranteed robotics tech progress add
  • Traditionalist: Renamed to "Leap of Faith" +1/1/2 research alternatives, +30/45/60% leader experience gain, 100/150/200 unity per priest on launch
  • Xenoist: renamed to "Charm and Gregariousness" +15/20/30% society research, +1/2/3 envoys, -20/40/60% border friction, +10/15/20% diplomatic weight, +20/30/40% diplomat improve relaions effectiveness

Note that if the next tier threshold is met, or current one is lost, while the current tier of agenda is being prepared to launch, it will be cancelled. All faction agendas have -50% ethics shift change during preparation to reduce this risk

Slavery:

  • Slaves generate 0.5 trade value
  • Stability Alert notification 25>40, to alert of low stability slavery events risks
  • Slaves can be force resettled regardless of resettlement policy, like robots can.
  • Slaves have -25% pop empire size contribution.
  • Chattel Slaves: doubled production bonus. +0.25 TV.
  • Domestic Servitude: Servants: +3 trade value, +2% ruler pop resource output
  • Livestock and Batteries: have additional -25% pop empire size
  • Thrall Worlds tech: no longer has a 75% reduction in chance of being drawn if there's no statecraft or curator councilor and has increasing draw chance if the empire has 10, 20 or 30 slaves (same chance modifiers as neural implants).
  • Thrall worlds: Does not need to destroy buildings or districts (they will be autodestroyed if invalid), have a 30 day enactment time to prevent accidents.

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

  • 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.
  • Minister of State renamed to Minister of Interior, grants +4% administrators output, +2% council agenda speed, +0.1 unity from enforcers.
  • Individualist free pops housing and amenities usage is now dependent on their living standards political power: 0.75+0.1*(living standard power modifier).
  • Individualist positive amenities effect: max citizen happiness 20>10%, now grants up to +50% trade value from living standards.
  • Solar Panel Network starbase module is now available to individualist empires.
  • Evolving Society agenda: grants +5/20 flat monthly unity.
  • Infinite Opportunities agenda (non-gestalt version): replaced +4/10% pop happiness with +4/10 flat amenities.
  • New Agenda: Martial Law. Non-gestalt only. -10% happiness while preparing. Once launched: -5% happiness, -20% pop CG upkeep, -100% pop demotion time, -25% resettlement cost. 10 year cd, 5 year duration, 7000 launch cost, 0.1x cost multiplier if at war. If at peace: 0.6x multiplier if fan. authoritarian or egalitarian, 0.9x if dictatorial or imperial authority, 0.9x if authoritarian, 1.05x if egalitarian.
  • New Citizenship type: Limited Citizenship. Pops can't generate leaders, but unlike residence, benefit from high amenities bonus. -5% ruler happiness.
  • Residence Citizenship: Pops now cannot work ruler jobs, will instantly demote from ruler. Gains -50% resettle cost, -25% housing use.
  • Full citizenship and Limited citizenship blocks population control and Basic Subsistence for the species.
  • Increased base leader pool from 3 to 4.
  • New Decisions: Immigration Incentives and Emigration Incentives. 100 CG cost. Adds +100 immigration pull/emigration pull and -100 emigration push/immigration pull, respectively. A planet with immigration incentives needs a planet with emigration incentives to get the migration pop growth. Can be canceled via another planet decision.
  • Max Pop growth received from migration 10>15
  • AI migration pacts acceptance -50>-1000 (prevents the player from siphoning ai empires pop growth)
  • Consecrated Worlds AP removed. Consecration mechanic has been rebranded and is unlocked by having ecologist ethic.
  • Living standards changes:
    • Decent: Rulers +5>8
    • Social Welfare: Rulers +4>7
    • Basic Subsistence: Power distribution: +5/1.25/-0.25 CG upkeep 0.5/0.25/0.05
    • Shared Burden: Distribution is now 4/4/4. -20% housing and amenities use. 0.35>0.3 cg upkeep.
    • Stratified economy: Rulers gain 15>20% happiness, +20% resources from jobs, power +8>11, trade value 0.5>1. Specialist happiness 5>0.
    • Decadent: Power Distribution: +9/3. CG upkeep 1.5/1/0.1/0.1. Only gives +20% happiness to Rulers and Specialists, both gain +0.25 amenities and housing usage. Workers and Slaves gain -20% happiness penalty. Base passive trade value from workers 0.5->0.1. Rulers gain extra +1 living standard trade and specialists gain +0.3, if there's no cg shortage.
    • Academic Privilege: Power Distribution +8/2.5/1.5. CG upkeep 1/0.5/0.25. Rulers and Specialists happiness +10/5%. Head Researchers +3 extra power and +10% happiness but +0.5 CG upkeep. Researchers +1.5 extra power and +10% happiness but +0.5 CG upkeep. Knight Commanders, Knights, event researchers are affected too. Slave researchers, archaeoengineers now have a 0.15 cg upkeep. +10% research from jobs.
    • Dystopian: Power distribution +14/-0.25/-0.75. Ruler TV 0.5>1.5. Enforcers, Telepaths, Colonists, Rangers power +0.5>3.5 CG upkeep 1.62>0.75 Enslaved enforcers, telepaths, colonists won't benefit from increased political power. Specialists demote instantly. Specialists, Workers happiness -200%>-40%. Have -50% resettlement cost.
    • New living standard: "Theocratic Order" for spiritualists. Power distribution: +8/2.5/1.5. CG upkeep 1/0.5/0.25. High Priests +3 extra power and +10% happiness but +0.5 CG upkeep. Priests, Death Priests, Necromancers +1.5 power and +10% happiness but +0.5 CG upkeep. High Priests, Necromancers, Death Priests produce +2 unity, Priests +1.
    • Chemical Bliss: Renamed to Chemical Enhancement. Power Distribution +8/3/1. CG Upkeep 1/1/0.5. All strata +0.02 Exotic Gases upkeep. Increases resources from jobs and happiness by 2.5% for each positive trait species under this standard has. Positive traits are those that cost trait points to add.
  • Subdermal Implants tech renamed to Targeted Chemical Enhancement. Requires exotic gases refinement, gene clinics and genome mapping. Grants +10% pop growth speed. Has 2x weight multiplier for Natural Design and Genetic Ascension empires.
  • 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.
  • Mercenary enclave resolutions from the galactic community are now hated by the AI
  • 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.
  • Supremacist diplomatic stance now gives a flat -100 relationships with all empires instead of -200 with other supremacists.
  • Militarist galcom resolutions: replaced +10% navcap from each resolution with +5% ship damage, except readied shield, which provides +100 starting ship xp instead.
  • Mercenary enclave navcap buff purchase: +15% navcap replaced with +10% ship speed
  • Tracking implants edict gives +2 unity from enforcers. Having the edict up will trigger authoritarian politics issue for liberal factions.
  • Priorized species growth penalty -10>-5
  • 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
  • Commander skill levels no longer reduce specialist and ruler pop output (penalizes ai), removed slave output bonus, +2>3% worker/menial drone pop bonus, added +0.25 stab from soldiers/level
  • Comfort of the fallen galcom resolution gives a flat +5% worker happiness instead of -10% unemployed happiness.
  • Clerk jobs now get depriorized if planet unemployment < 3. Crime automation must be enabled for this.
  • World Shaper now requires Ecological Adaptation instead of Climate Restoration.
  • Slave Processing building: Renamed To Labor Processing Center. +5% resources from slaves>from all jobs. -50%>+200% auto resettlement. Given a new description.
  • Cannibals are now playable. Non species wide livestock slavery works properly (slaver guilds).
  • Clerks give no bonuses to AI (ie -3 trade -3 amenities). This is needed to keep the mod compatible with my other ai tweaks mod, linked in the mod description. It makes the ai not spam urban districts everywhere if it is in need of energy. It only affects the AI empires.
  • Fluff adjustments to oligarchic election descriptions. Now they differ between oligarchic and dictatorial.
  • Changes to descriptions of some cybernetic traits. For example Durable > VR implants.
Edit

Pub: 17 Nov 2023 18:30 UTC

Edit: 11 Feb 2025 23:51 UTC

Views: 964