This article has been verified for the current console
version (3.4) of the game.
A
Job is where
Pops work to produce resources on planets. Jobs are divided into different strata, with one higher than the other. Most Jobs are created by Districts and Buildings and thus limited in number.
Pops will automatically fill empty Jobs that they are capable of holding, and will choose the job that will get the most out of their traits based on a weighting system; however, priority can be set towards and away from specific Jobs to ensure they are filled before others. New Pops that are more suitable for a Job than the current Pop holding the Job may take the job from it.
It is possible to force a re-evaluation of jobs by blocking and then re-enabling the jobs.
Most jobs belong to a job category that is mentioned on certain tooltips and groups it together with other similar jobs. This allows modifiers to apply to multiple job types. Additive modifiers do not apply to sub-categories but multiplicative ones do. For example, Mineral Purification Plants add
+1 Mineral output to Miners. This doesn't apply to just the specific
Miner job, but to all jobs in the Miner jobs category, including but not limited to
Scrap Miners[1] and
Cave Cleaners.
Livestock,
Grid Amalgamated, and
purge jobs will benefit from the corresponding building (such as Mineral Purification Plants for lithoid livestock, lithoid processing, or lithoid forced labor), but are not otherwise considered to be e.g. miners for the purpose of modifiers.
Productive Job Categories
Category |
Sub-category |
Jobs
|
Farmers |
None |
Farmer/Farming Drone
Angler
Titan Hunter
|
Miners |
None |
Miner/Mining Drone
Scrap Miner/Scrap Miner Drone
Cave Cleaner/Cave Cleaner Drone
Nemma Miner/Nemma Mining Drone
|
Strategic Resource Miners |
Crystal Miner/Crystal Mining Drone
Gas Extractor/Gas Extraction Drone
Mote Harvester/Mote Harvesting Drone
|
Livestock |
None |
Livestock
|
Technician |
None |
Technician/Tech-Drone
|
Politicians |
None |
Politician
|
Executives |
Executive
|
Nobles |
Noble
|
Administrators |
None |
Bureaucrat
Death Chronicler/Chronicle Drone
Mortal Initiate
Coordinator
Synapse Drone
Robot Caretaker (unused)
|
Managers |
Manager
|
Priests |
High Priest
Priest
Death Priest
Prosperity Preacher
|
Telepaths |
Telepath
|
Researchers |
None |
Science Director
Researcher
Necromancer
Brain Drone
Calculator
Dimensional Portal Researcher/Dimensional Portal Drone
Space-Time Anomaly Researcher/Space-Time Anomaly Drone
|
Metallurgists |
None |
Transmuter/Transmuter Drone
Metallurgist
Catalytic Technician/Catalytic Drone
Fabricator
Alloy Drone
Odd Factory Worker/Odd Factory Drone
|
Culture Workers |
None |
Culture Worker Ranger (unused)
|
Evaluators |
None |
Evaluator
|
Synapse Drones |
None |
None (Synapse Drones are classified as Administrators)
|
Refiners |
None |
Gas Refiner/Gas Refiner Drone
Gas Plant Engineer/Gas Plant Drone
|
Translucers |
None |
Translucer/Lensing Drone
|
Chemists |
None |
Chemist/Chem-Drone
|
Artisans |
None |
Artisan
Artificer
Pearl Diver
Artisan Drone
|
Other job categories
Category |
Sub-category |
Jobs
|
None |
None |
Grid Amalgamated
Purge
Assimilation
Deviant Drone/Corrupt Drone
Colonist
Reassigner
Spawning Drone/Offspring Drone
Hunter-Seeker Drone
Maintenance Drone
Subterranean Contact Drone
|
Bio-trophies |
None |
Bio-Trophy
Bio-Assistant
|
Pop Assemblers |
None |
Roboticist
Replicator
|
Necro-apprentices |
Necrophyte
|
Merchants |
None |
Merchant
|
Entertainers |
None |
Entertainer
Duelist
|
Soldiers |
None |
Soldier/Warrior Drone
|
Enforcers |
None |
Slave Overseer
Enforcer
|
Doctors |
None |
Medical Worker
|
Regular empires have three strata. If a pop takes a job above its stratum, it will be promoted to the higher stratum. If there are no available jobs of equal or higher stratum, the pop will become unemployed, slowly demoting in stratum and causing
happiness penalties at most levels of living standards.
For
Ruler jobs, new pops will only take the job from a current pop if the new pop's weight is ×5 higher.
|
Job
|
Produces
|
Upkeep
|
Primary source
|
Default priority
|
Weight modifiers
|
 |
Politician
|
+6 Unity
+3 Amenities
|
−2
|
 Not Corporate authority
   Capital building
|
2
|
|
 |
Executive
|
+6 Unity
+4 Trade value
+3 Amenities
|
−2
|
Corporate authority
   Capital building
|
2
|
|
 |
Merchant
|
+12 Trade value
+3 Amenities
|
−2
|
 Commercial Zones[2]
Galactic Stock Exchange
Trade District / Commercial Segment[2]
Merchant Guilds civic:
|
2
|
|
 |
Science Director
|
- Affected by
Researcher modifiers
+6 Research output
+2 Unity
+3 Amenities
|
−2
|
Research Institute
Technocracy civic:
|
2
|
|
 |
High Priest
|
- Affected by
Administrator modifiers
+6 Unity
+1 with Exalted Priesthood
+5 Amenities
|
−2
|
Citadel of Faith
Exalted Priesthood civic:
|
2
|
|
 |
Noble
|
+6 Unity
+2 Stability
+3 Amenities
|
−2
|
Aristocratic Elite civic:
Noble Estates
   Capital building
|
2
|
|
For
Specialist jobs, new pops will only take the job from a current pop if the new pop's weight is ×1.5 higher. Chattel Slaves cannot work Specialist or Ruler jobs. Other, more privileged, slaves may work some Specialist jobs. See Species Rights for details.
Resource processing jobs[edit source]
These jobs predominantly use
minerals upkeep to produce 
advanced and 

strategic resources.
|
Job
|
Produces
|
Upkeep
|
Default priority
|
Weight modifiers
|
 |
Metallurgist
|
+3 Alloys
|
−6 Minerals
−1 Energy with Forge Subsidies edict
|
6
|
|
 |
Catalytic Technician
|
+3 Alloys
|
−9 Food
−1 Energy with Forge Subsidies edict
|
6
|
 |
Artisan
|
+6 Consumer goods
|
−6 Minerals
−1 Energy with Industrial Subsidies edict
|
6
|
|
 |
Artificer
|
- Affected by
Artisan modifiers
+7 Consumer goods
+2 Trade value
+1.1 Engineering research
|
−6 Minerals
−1 Energy with Industrial Subsidies edict
|
6
|
|
 |
Pearl Diver
|
- Affected by
Artisan modifiers
+3 Consumer goods
+3 Trade value
|
−2 Food
−2 Minerals
−1 Energy with Industrial Subsidies edict
|
6
|
|
 |
Chemist
|
+2 Volatile motes
|
−10 Minerals
|
6
|
|
 |
Gas Refiner
|
+2 Exotic gases
|
 |
Translucer
|
+2 Rare crystals
|
These jobs predominantly produce
pop growth,
pop assembly,
crime reduction,
amenities, and
defense armies.
|
Job
|
Produces
|
Upkeep
|
Default priority
|
Weight modifiers
|
 |
Colonist
|
+3 Amenities
+1 Planetary defense army
+1 Food if  not Lithoid
+1 Minerals if Lithoid
|
None
|
4
|
|
 |
Roboticist
|
+2 Monthly mechanical pop assembly
|
−2 Alloys
|
3
|
No weight modifiers
|
 |
Medical Worker
|
+5 Amenities
+5% Pop growth speed
+5% Organic pop assembly speed
+2.5% Habitability
|
−1 Consumer goods
|
1
|
|
 |
Entertainer
|
+10 Amenities
+1 Unity
Pleasure Seekers / Corporate Hedonism:
+1% Pop growth speed
|
−1 Consumer goods
|
6
|
}}
|
 |
Duelist
|
+10 Amenities
+2 Naval capacity
+2 Unity
|
−1 Alloys
|
6
|
|
 |
Enforcer
|
−25 Crime
−10 with Anti-Crime Campaign
+2 Planetary defense armies
+1 Stability
+1 with Police State civic
+1 with Judgment Corps tradition
|
−2 with Anti-Crime Campaign
|
6
|
|
 |
Telepath
|
- Affected by
Administrator modifiers
−35 Crime
−5 with Thought Enforcement edict
−10 with Anti-Crime Campaign
+6 Unity
+1 with Police State civic
+1 with Judgment Corps tradition
+5% Resources from jobs
|
−1 Energy
−2 with Anti-Crime Campaign
|
6
|
|
 |
Necromancer
|
+2 Naval capacity
+2 with Ground Defense Planning
+3 Planetary defense armies
+2 with Martial Law modifier
+6 Physics research
+6 Society research
|
−2 Consumer goods
|
6
|
|
 |
Reassigner
|
+2 Monthly organic pop assembly
|
−2 Consumer goods
−2 Food if  not Lithoid
−2 Minerals if Lithoid
|
3
|
No weight modifiers
|
 |
Necrophyte
|
- Job can be taken by all slave types
+5 Amenities
+1.5 Unity
Every 10 years from the colony's creation all Necrophyte pops are changed to primary species
|
- If
 not Hive Mind:
−1 Consumer goods
−1 Pop upkeep
- If
Hive Mind:
−2 Pop upkeep
|
2
|
|
Research and unity jobs[edit source]
These jobs predominantly use
consumer goods upkeep to produce
research and
unity.
|
Job
|
Produces
|
Upkeep
|
Default priority
|
Weight modifiers
|
 |
Researcher
|
+4 Research output
|
−2 Consumer goods
−1 with Research Subsidies edict
|
6
|
|
 |
Bureaucrat
|
- Affected by
Administrator modifiers
+4 Unity
+1 with Byzantine Bureaucracy
+1 Stability with Byzantine Bureaucracy
|
−2 Consumer goods
|
6
|
|
 |
Manager
|
- Affected by
Administrator modifiers
+4 Unity
+2 Trade value
|
−2 Consumer goods
|
6
|
|
 |
Priest
|
- Affected by
Administrator modifiers
+4 Unity
+1 with Exalted Priesthood
+2 Amenities
|
−2 Consumer goods
|
6
|
|
 |
Death Priest
|
- Affected by
Administrator modifiers
+3 Unity
+3 while a Sacrifice edict is active
+1 with Exalted Priesthood
+2 Amenities
+1 Society research
|
−2 Consumer goods
|
6
|
|
 |
Death Chronicler
|
- Affected by
Administrator modifiers
+2 Unity
+1 with Byzantine Bureaucracy
+2 Stability
+2 Amenities
+2 Society research
|
−2 Consumer goods
−1 Pop upkeep
|
6
|
|
 |
Culture Worker
|
+3 Unity
+3 Society research
|
−2 Consumer goods
|
6
|
|
For
Worker jobs, new pops will always take the job from a current pop if the new pop's weight is higher. This stratum is also used by slaves of
Gestalt Consciousness empires.
|
Job
|
Produces
|
Upkeep
|
Default priority
|
Weight modifiers
|
 |
Clerk
|
+4 Trade value
+1 with Trickle Up Economics
+2 Amenities
|
N/A
|
8
|
|
 |
Technician
|
+6 Energy
+2 if founder species is Mechanical
|
−0.5 with Capacity Subsidies
|
7
|
|
 |
Miner
|
+4 Minerals
+1 with Mining Guilds
|
−0.5 with Mining Subsidies
|
7
|
|
 |
Scrap Miner
|
+2 Minerals
+1 with Mining Guilds
+1 Alloys
|
−0.5 with Mining Subsidies
|
7
|
 |
Farmer
|
+6 Food
−1 if founder species is Mechanical
+2 Amenities with Agrarian Idyll
|
−0.5 with Farming Subsidies
|
7
|
|
 |
Angler
|
+8 Food
+2 Trade value
|
N/A
|
7
|
|
 |
Soldier
|
+4 Naval capacity
+2 with Ground Defense Planning
+3 Planetary defense armies
+2 Unity with Citizen Service
+5 Stability with Martial Law modifier
|
N/A
|
5
|
|
 |
Crystal Miner
|
+2 Rare crystals
|
−0.5 with Mining Subsidies
|
6
|
|
 |
Mote Harvester
|
+2 Volatile motes
|
 |
Mortal Initiate
|
- Affected by
Administrator modifiers
+2 Unity
+2 Amenities
+1 Society Research
|
N/A
|
6
|
|
 |
Prosperity Preacher
|
- Affected by
Administrator modifiers
+1 Unity
+3 Amenities
+4 Trade value
|
N/A
|
6
|
|
Slave jobs can only be worked by pops belonging to a species that is enslaved.
|
Job
|
Produces
|
Upkeep
|
Requirements
|
Source
|
Description
|
 |
Grid Amalgamated
|
+4 Energy
−0.5 Pop housing usage
|
N/A
|
Grid Amalgamation slavery
|
Generated automatically for all pops
|
Their organic energy will be absorbed, until they expire.
|
 |
Livestock
|
−0.5 Pop housing usage
−10% Political power
+4 Food if pop is  not Lithoid
+2 Minerals if pops is Lithoid
|
N/A
|
Livestock slavery
|
Generated automatically for all pops
|
They have but one purpose: to become food for their betters.
|
 |
Servant
|
+4 Amenities
−0.5 Pop housing usage if biological
|
N/A
|
Domestic Servitude slavery
Servitude AI policy
|
Generated automatically for pops that can't find a job
|
Servants perform various menial domestic tasks and household work for their masters.
|
 |
Overseer
|
−25 Crime
+25% Happiness
+2 Planetary defense armies
|
−2 with Anti-Crime Campaign
|
Thrall World
|
Generated by the capital and Overseer Residences buildings
|
These relatively privileged slaves keep their less fortunate brethren in line.
|
 |
Toiler
|
+2 Amenities
|
N/A
|
Thrall World
|
Generated automatically for Pops that can't find a job
|
Toilers perform the grueling menial labor required to keep the crude infrastructure of the Thrall-World running.
|
Gestalt Consciousness[edit source]
Gestalt Consciousness empires have only two main strata,
Menial Drones and
Complex Drones. Unlike individualist empires, drones demote immediately.
Menial Drone jobs are generally equivalent to Worker stratum jobs from regular empires.
|
Job
|
Produces
|
Upkeep
|
Default Priority
|
Weight
|
 |
Agri-Drone
|
+6 Food
−1 Food if Machine Intelligence
|
−0.5 Energy with Farming Subsidies
|
6
|
|
 |
Tech-Drone
|
+6 Energy
+2 Energy if Machine Intelligence
|
−0.5 Energy with Capacity Subsidies
|
6
|
|
 |
Mining Drone
|
+4 Minerals
+1 Minerals with Rockbreakers
|
−0.5 Energy with Mining Subsidies
|
6
|
|
 |
Scrap Miner Drone
|
+2 Minerals
+1 Minerals with Rockbreakers
+1 Alloys
|
−0.5 Energy with Mining Subsidies
|
6
|
 |
Maintenance Drone
|
+4 Amenities
+1 Unity with Maintenance Protocols
|
N/A
|
6
|
|
 |
Warrior Drone
|
+4 Naval capacity
+2 with Ground Defense Planning
+3 Planetary Defense Armies
+5 Stability with either:
Hunter-Killer Drones modifier
Compliance Protocols modifier
|
N/A
|
4
|
|
Complex Drone jobs are generally equivalent to Specialist stratum jobs from regular empires.
Rogue Servitor empires have a special stratum and job for organic pops.
|
Job
|
Stratum
|
Produces
|
Upkeep
|
Sources
|
 |
Bio-Trophy
|
Bio-Trophy
|
−1 Pop Housing Usage
- If
happiness is at least 50%:
+3 Unity
+1% Complex drone output
|
N/A
|
|
Overlord jobs are generated by Overlord holdings and can be used by both individualist and
Gestalt Consciousness subjects. The upkeep is paid by the subject. All overlord jobs have a priority of 4 and the subject cannot lower or raise the job's priority.
|
Job
|
Stratum
|
Overlord output
|
Subject output
|
Subject job upkeep
|
 |
Offspring Drone Feeder
|
Specialist
Complex Drone
|
+8 Society Research
|
+5% Planet Worker Pop Resource Output
Defense Armies become Offspring-Led Armies
|
−6 if  not Lithoid overlord
−6 if Lithoid overlord
|
 |
Overlord Academic
|
Specialist
Complex Drone
|
+3 Research
|
+1 Research
|
−2 if  not Gestalt subject
−6 if Hive Mind subject
−4 if Machine Intelligence subject
|
 |
Overlord Beholder
|
Specialist
Complex Drone
|
- (Effect added by holding, not job)
Defense Platform cap on overlord Starbases and Orbital Rings:
+1 if subject is Tier I Bulwark
+2 if subject is Tier II Bulwark
+4 if subject is Tier III Bulwark
|
|
−2 Alloys
|
 |
Overlord Breeder
|
Specialist
Complex Drone
|
- (Effect added by holding, not job)
+2 Pop Assembly on overlord capital
|
|
−6 if  not Lithoid overlord
−6 if Lithoid overlord
|
 |
Overlord Catalytic Technician
|
Specialist
Complex Drone
|
+3 Alloys
+1 if Machine Intelligence subject
|
|
−9 Food
−3 if Machine subject
|
 |
Overlord Manager
|
Specialist
Complex Drone
|
+0.25 Unity
|
+4 Unity
+1 Trade value
|
−2 Consumer goods
|
 |
Overlord Metallurgist
|
Specialist
Complex Drone
|
+3 Alloys
+1 if Machine Intelligence subject
|
|
−6 Minerals
−2 if Machine subject
|
 |
Overlord Necromancer
|
Specialist
Complex Drone
|
+6 Physics Research
+6 Society Research
|
+2 Planetary Defense Army
|
−6 if  not Lithoid subject
−6 if Lithoid subject
|
 |
Overlord Propagandist
|
Specialist
Complex Drone
|
+0.15 Influence
|
|
−1 Unity
|
 |
Overlord Reassigner
|
Specialist
Complex Drone
|
|
+1 Zombie pop every 5 years (by event)
|
−6 if  not Lithoid subject
−6 if Lithoid subject
|
 |
Overlord Recruiter
|
Specialist
Complex Drone
|
- Non-Gestalt subject and pop species has citizenship in Overlord empire:
20% chance pop migrates to the capital every 5 years (by event)
|
+3 Planetary Defense Army
|
−5 Energy
−2 Unity
|
 |
Overlord Trader
|
Specialist
Complex Drone
|
+7 Energy
|
+10 Amenities
|
−7
|
 |
Aid Worker
|
Worker
Menial Drone
|
+5 Unity
|
+5 Amenities
|
N/A
|
 |
Mind Thrall
|
Worker
Menial Drone
|
+1.5 Research
|
|
N/A
|
 |
Overlord Arborist
|
Worker
Menial Drone
|
+15 Food
|
|
−10
|
 |
Overlord Bio-Trophy
|
Worker
Menial Drone
|
+3 Unity
−1 Unity if Gestalt subject
|
−1 Pop housing usage
−200% Pop Upkeep
+2 Unity
−1 Unity if Gestalt subject
+40% Pop happiness
+1% Planet happiness
No happiness effect if Gestalt subject
|
N/A
|
 |
Overlord Ranger
|
Worker
Menial Drone
|
+10 Unity
|
−10% Planet Pop Consumer Good Upkeep
|
N/A
|
 |
Overlord Mortal Initiate
|
Worker
Menial Drone
|
Pop can be used for Sacrifice edicts
|
+2 Unity
+1 Society Research
+2 Amenities
|
N/A
|
Pops that do not have a job, either because none is available or because their stratum is higher than that of available jobs, are
unemployed. Unemployed pops produce the following and cannot have their output improved by job modifiers:
Living standards |
Unemployment effects
|
Mandatory Pampering |
−80% Happiness
|
Chemical Bliss |
−20% Happiness for all strata
|
- Academic Privilege
- Decent Conditions
- Stratefied Economy
- Basic Subsistence
- Decadent Lifestyle
|
−60% Happiness if Ruler
−50% Happiness if Specialist
−40% Happiness if Worker
|
Utopian Abundance
|
+2 Research
+1 Unity
|
Social Welfare
|
+1 Unity
|
Shared Burden
|
+1 Unity
−45% Stratum Demotion Time
|
Drone
|
−75% Upkeep if robotic
+1 Minerals if Hive Mind
+1 / +1.5 / +1 Research with Natural Neural Network
|
Any other
|
−40% Happiness if Ruler
−30% Happiness if Specialist
−20% Happiness if Worker
|
Pops that have the
Undesirables stratum due to being purged produce resources as they decline based on the purge type. All purge types also produce
+2 unity with the
Fanatic Purifiers civic and
+2 society with the
Devouring Swarm civic;
Determined Exterminator empires receive
5~100 unity for each organic pop purged.
Purge |
Happiness |
Output
|
Displacement |
−30% |
|
Neutering |
−20% |
|
Necrophage |
−50% |
Purged pop becomes primary species
|
Extermination |
−1000% |
|
Forced Labor |
−1000%
|
+3 Food
+3 Minerals
|
Processing |
−1000%
|
+6 Food if pop is biological
+4 Minerals if pop is Lithoid
+3 Alloys if pop is  robotic
|
Chemical Processing |
−1000% |
+6 Energy
|
Forced Labor, Processing, and Chemical Processing purge types are affected by buildings which increase the base output of those resource types (e.g. Food Processing Centers increase the food output by +2).
High crime, deviancy, or unemployment can create planet modifiers that add subversive jobs. Pops will abandon subversive jobs if
Ruler,
Specialist, or
Soldier jobs become available. All subversive jobs have negative output.
Job |
Output |
Requirements |
Description
|
Criminal
|
−5 Trade value
+5 Criminal branch office trade value
|
Criminal-related planet modifier |
These criminals live outside the bounds of legal society, some by choice and some by circumstances.
|
Deviant Drone |
−1 Energy |
Drone Deviancy planet modifier |
These deviants no longer obey the Hive Mind.
|
Corrupt Drone |
−1 Energy |
Drone Corruption planet modifier |
These drones have been corrupted and no longer obey the directives of the core intelligence.
|
Event jobs are generated by either planetary features or planet modifiers.
Primitive civilizations use the same strata system as normal empires, but their jobs provide negligible output.
Jobs used by industrial civilizations.
|
Job
|
Stratum
|
Produces
|
Requirements
|
Description
|
 |
Bureaucrat
|
Ruler
|
+3 Amenities +1 Unity
|
Industrial Age (7) - Early Space Age (10)
|
Many early industrialist and post-industrialist societies are governed by an ever-expanding class of civil servants.
|
 |
Priest
|
Specialist
|
+2 Amenities +1 Unity
|
Industrial Age (7) - Early Space Age (10)
|
Religious leaders who occupy various priestly offices.
|
 |
Researcher
|
Specialist
|
+1 Research Output
|
Industrial Age (7) - Early Space Age (10)
|
Researchers employing scientific methodology to advance the rapidly expanding knowledge base of their civilization.
|
 |
Soldier
|
Specialist
|
+3 Planetary Defense Armies
|
Industrial Age (7) - Early Space Age (10)
|
Professional Soldiers, typically armed with early projectile weapons powered by exothermic combustion.
|
 |
Farmer
|
Worker
|
+3 Food
|
Industrial Age (7) - Early Space Age (10)
|
These farmers work the land, typically with the help of primitive but effective farming equipment.
|
 |
Technician
|
Worker
|
+1 Energy
|
Industrial Age (7) - Early Space Age (10)
|
These technicians shuffle coal or maintain primitive nuclear generators.
|
 |
Miner
|
Worker
|
+3 Minerals
|
Steam Age (6) - Early Space Age (10)
|
Dangerous and sometimes lethal work in the dark bowels of the planet.
|
 |
Laborer
|
Worker
|
+2 Consumer Goods −2 Minerals
|
Steam Age (6) - Early Space Age (10)
|
These early industrial laborers toil away in factories, which can now be operated day and night thanks to recent advances in electricity.'
|
Jobs used by pre-industrial civilizations.
|
Job
|
Stratum
|
Produces
|
Requirements
|
Description
|
 |
Feudal Noble
|
Ruler
|
+3 Amenities +1 Unity
|
Bronze Age (2) - Steam Age (6)
|
The landed nobility rule from their stone castles and keeps.
|
 |
Cleric
|
Specialist
|
+2 Amenities +1 Unity
|
Bronze Age (2) - Steam Age (6)
|
Spiritual leaders and preachers who conduct religious ceremonies and oversee all matters concerning faith.
|
 |
Scholar
|
Specialist
|
+1 Research Output
|
Bronze Age (2) - Steam Age (6)
|
The learned of this society, often relying on oral tradition to pass knowledge between generations.
|
 |
Warrior
|
Specialist
|
+3 Planetary Defense Armies
|
Bronze Age (2) - Steam Age (6)
|
Members of a primitive warrior class. These fighters rely on bladed weapons, spears or various blunt instruments to see them through combat.
|
 |
Peasant
|
Worker
|
+2 Food
|
Bronze Age (2) - Steam Age (6)
|
The peasants toil endlessly in the fields, so that those perceived as their betters might prosper.'
|
 |
Miner
|
Worker
|
+3 Minerals
|
Steam Age (6)
|
Dangerous and sometimes lethal work in the dark bowels of the planet.
|
 |
Laborer
|
Worker
|
+2 Consumer Goods −2 Minerals
|
Steam Age (6)
|
These early industrial laborers toil away in factories, which can now be operated day and night thanks to recent advances in electricity.'
|
 |
Hunter-Gatherer
|
Worker
|
+1 Food +1 Amenities
|
Stone Age (1)
|
These semi-nomadic primitives survive by foraging and hunting. There is evidence of early tool use.
|
When they emerge, Ketlings have unique jobs created by the Junkheap capital buildings on their planets.
|
Job
|
Stratum
|
Produces
|
Requirements
|
Description
|
 |
Scavenger
|
Worker
|
+1 Food
+1 Minerals
+1 Consumer Goods
|
Junkheap capital building (Ketlings)
|
They scurry amongst the scrapyards, collecting discarded machinery and ancient electronics for repurposing.
|
Fallen empires use a special set of
Precursor stratum jobs that have no upkeep. By default, pops without any building-provided jobs will be
Hedonists.
|
Job
|
Produces
|
Produced by
|
Description
|
 |
Overseer
|
+5 Stability
+10 Amenities
|
Ancient Palace
|
The stalwart few who have rejected lives of luxury in favor of public service. It is up to them to oversee and guide the remnants of their ancient civilization.
|
 |
Protector
|
−25 Crime
+3 Defense Armies
|
Ancient Palace
Aegis Complex
|
So that the majority can sleep peacefully and enjoy their lives of extravagance, these rough individuals stand ready in the night to visit violence on those who would do them harm.
|
 |
Hedonist
|
+2 Unity
|
Unemployed
|
A life of total opulence, where every possible material need or desire can be satisfied.
|
 |
Archivist
|
+5 Research
|
Keepers of Knowledge
Master Archive (found only on The Archives)
|
Each data fragment must be filed, cataloged and indexed exactly according to the ancient rites as they were established eons ago by the First Librarian.
|
 |
Xeno-Keeper
|
+10 Amenities
−20 Crime
+2 Defense Armies
|
Enigmatic Observers
Xeno Preserve (found only on The Preserve)
|
These precursor zookeepers look after the needs of the Xeno-Wards under their care.
|
 |
Xeno-Ward
|
+2 Unity
|
Enigmatic Observers
Primitives stratum
|
These specimens have been gathered here, in settings that approximate their natural environments, to ensure the preservation of their species in an often chaotic and destructive galaxy.
|
Holy Guardians do not use the usual fallen empire jobs aside from
Protector, and have a set of unique jobs instead.
|
Job
|
Produces
|
Produced by
|
Description
|
 |
Sky Cardinal
|
+5 Stability
+10 Amenities
|
Ancient Palace
|
And it was there, in the sky, that the future was born. The light was blinding, but a few could see past it. They took it upon themselves to lead others forwards.
|
 |
Augur of the Shroud
|
+10 Unity
|
Empyrean Shrine (found only on Sky Temple)
|
It speaks, but not in words. To divine any kind of meaning, one must hover on the precipice of madness.
|
 |
Protector
|
−25 Crime
+3 Defense Armies
|
Ancient Palace
Aegis Complex
|
So that the majority can sleep peacefully and enjoy their lives of extravagance, these rough individuals stand ready in the night to visit violence on those who would do them harm.
|
 |
Acolyte of the Hyperspanner
|
+6 Energy
|
Generator Districts
|
Remember also the hyperspanner, and how it was used by Bazagg the Shining to tame the sun when it seemed like darkness would overtake the world.
|
 |
Acolyte of the Hammer
|
+6 Minerals
|
Mining Districts
|
And with one mighty blow, Saint Mazakudal used her burning hammer to split the skull of the First Wraith in two, opening up the path to the crystals.
|
 |
Acolyte of the Plow
|
+8 Food
|
Agriculture Districts
|
For was it not the plow, this most noble of instruments, that Kazargiel used to sever the poisonous tail of the thrice-cursed demon and stave off famine?
|
 |
Acolyte of the Workshop
|
+3 Amenities
+2 Consumer Goods
|
Unemployed
|
And so Aznakha said to the acolytes, "go to the workshops, and form with your own crafts the future you seek."
|
Ancient Carekataker jobs[edit source]
Ancient Caretakers only use
Caretaker jobs and a limited number of
Guardian jobs
|
Job
|
Produces
|
Produced by
|
Description
|
 |
Guardian
|
−25 Crime
+3 Defense Armies
|
Ancient Control Center
|
These ancient machines maintain a ceaseless vigil over the long-expired remains of billions of cyrogenically frozen sapients.
|
 |
Caretaker
|
+5 Amenities
|
Unemployed
|
These ancient machines tirelessly maintain and repair the decaying machinery of the ringworld on which they reside.
|
- ↑
Scrap Miners gain +.5 minerals and +.25 alloys from Mineral Purification plants, rather than +1 minerals
- ↑ 2.0 2.1
Commercial Enterprise tradition is required to produce Merchants on basic
Commercial Zones and
Trade Districts.