Jobs
A Job is where
Pops work to produce resources on planets. Jobs are divided into different strata; higher stratum jobs are usually filled before lower stratum ones. Most Jobs are created by Districts and Buildings and thus limited in number.
Pops automatically fill empty jobs that they are capable of holding and generally choose the highest stratum job that gets the most out of their traits based on a weighting system; however, a 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.
Job categories[edit | edit source]
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.
For instance, +1 Alloys and
−1 Minerals from
Metallurgists will also provide additional output and upkeep to
Odd Factory Workers.
All sub-categories will always inherit multiplicative modifiers from their parent category, but only a few specified sub-categories also inherit additive modifiers.
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The following jobs inherit modifiers from other categories, even if they are not classified under said category:
Job | Inherits from | |
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Ruler jobs[edit | edit source]
Ruler stratum jobs. Gestalt Consciousness empires do not use this stratum or its jobs, nor use any equivalent.
Specialist and Complex Drone jobs[edit | edit source]
Specialist and
Complex Drone stratum jobs.
Pops under Chattel Slavery cannot work Specialist or Ruler jobs. Other slave types may work some Specialist jobs, see species rights for details.
Industrial jobs[edit | edit source]
Industrial jobs produce advanced resources, typically using
minerals upkeep.
Refinery jobs[edit | edit source]
Refinery jobs produce strategic resources, typically using
minerals upkeep.





Research jobs[edit | edit source]
Research jobs produce research, typically using
consumer goods upkeep. Gestalt job variants use
minerals or
energy upkeep instead.
Unity jobs[edit | edit source]
Unity jobs produce unity, typically using
consumer goods upkeep. Gestalt job variants use
energy upkeep instead.
Pops employed in Priest category jobs have
×0.1 Materialist ethic attraction.
Job | Cat. | Output | Upkeep | Primary source | Empire | Weight | |
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Bureaucrat | ![]() |
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Base: 10 |
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Manager | ![]() |
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Base: 10 | ||
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Steward | ![]() |
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Base: 10
Modifiers:
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Coordinator | ![]() |
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Base: 1000 | |
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Synapse Drone | ![]() |
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Base: 1000 | ||
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Priest | ![]() |
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Base: 10 | |
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Prosperity Preacher | ![]() |
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Base: 10 | ||
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Haruspex | ![]() |
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Base: 10 | ||
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Death Priest | ![]() |
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Base: 10 |
Monument jobs[edit | edit source]
These jobs are added by planet-unique monuments.
Job | Cat. | Output | Upkeep | Primary source | Empire | Weight | |
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Culture Worker | ![]() |
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Monuments | ![]() |
Base: 10 |
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Evaluator | ![]() |
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Base: 1000 | |
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Death Chronicler | ![]() |
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Sanctuaries of Repose | ![]() |
Base: 20 |
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Chronicle Drone | ![]() |
Resources used depend on base pop upkeep:
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Sanctuaries of Repose | ![]() |
Base: 10 |
Monument jobs gain additional effects depending on the empire's governing ethics:
Holo-Museum jobs[edit | edit source]
The following jobs are added by empire-unique Holo-Museum buildings.
Their job category depends on empire type:
Individualist jobs are categorized as
Culture Worker category jobs.
Gestalt Consciousness jobs are categorized as
Evaluator category jobs.
Trade jobs[edit | edit source]
These jobs produce trade value, typically using
consumer goods upkeep. All of them benefit from
Trader category modifiers.
Amenities jobs[edit | edit source]
These jobs produce amenities, typically using
consumer goods upkeep.
Crime reduction jobs[edit | edit source]
These jobs reduce planet crime.
Pop growth and assembly jobs[edit | edit source]
These jobs produce pop growth and
pop assembly.
Job | Cat. | Output | Upkeep | Primary source | Empire | Weight | |
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Medical Worker | ![]() |
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Gene Clinics | ![]() |
Base 15 | |
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Roboticist | ![]() |
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Robot Assembly Plants | ![]() |
Base 500 | |
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Replicator | ![]() |
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Machine Assembly Plants | ![]() |
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Spawning Drone | ![]() |
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Offspring Drone | ![]() |
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Reassigner | ![]() |
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Posthumous Employment Center | ![]() |
Base: 500 | |
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Necrophyte | ![]() |
Chambers of Elevation | ![]() ![]() |
Base: 1000 | ||
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Mutagenic Spa Attendant | ![]() |
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Mutagenic Spas | ![]() |
Base: 10
Modifiers:
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Permutation Attendance Drone | ![]() |
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Lubrication Terminal | ![]() |
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Ascension jobs[edit | edit source]
The following jobs are unlocked as part of an ascension path.
Job | Cat. | Output | Upkeep | Primary source | Empire | Weight | |
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Telepath | ![]() |
Additional effects depending on Covenant
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Base: 20 |
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Gestation Drone | ![]() |
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Identity Designer | ![]() |
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Base: 500 |
Worker and Menial Drone jobs[edit | edit source]
Job | Cat. | Output | Primary source | Empire | Weight | |
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Colonist | — | Reassembled Ship Shelters | ![]() |
Base: 200 | |
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Clerk | ![]() |
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Base: 0.65 | ||
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Maintenance Drone | ![]() |
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Strongholds | Any | ||
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Mortal Initiate | ![]() |
Sacrificial Temples | ![]() |
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Ranger | ![]() |
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Ranger Lodge | ![]() |
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Spectator | — | Cyberdome | ![]() |
Basic resource jobs[edit | edit source]
The following jobs produce basic resources such as energy,
minerals, or
food.
Job | Cat. | Output | Primary source | Empire | Weight | |
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Any | |||
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Any | ||
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Any | |||
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Any | |||
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Angler | ![]() |
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Strategic resource gatherer jobs[edit | edit source]
The following jobs produce strategic resources such as exotic gases,
rare crystals, or
volatile motes from rare planetary features. They are
Worker jobs for regular empires, but
Complex Drone jobs for gestalt empires.
Prison Industrial jobs[edit | edit source]
Special jobs unique to Penal Colonies. They have smaller upkeep and output than the standard industrial jobs, and are
Worker stratum jobs instead.
Slave jobs[edit | edit source]
Slave jobs can only be worked pops belonging to a species that is enslaved.
Special jobs[edit | edit source]
Unemployed[edit | edit source]
Pops that do not have a job, either because none is available or because they do not meet requirements, are unemployed. Depending on living standards, most unemployed pops will suffer a happiness penalty. With
Comfort the Fallen resolution, happiness penalty for unemployed pops is reduced by
−10%
Undergoing Assimilation[edit | edit source]
Pops set to Assimilation citizenship have their stratum changed to
Assimilation and are automatically set to
Undergoing Assimilation jobs. The job's effects depend on the assimilation type.
Purging[edit | edit source]
Pops set to Undesirables citizenship have their stratum changed to
Undesirables and are automatically set to
Purging jobs that produce resources based on the purge type. Certain purge types are inherit base output modifiers from certain categories.
Purged pops also produce additional resources based on certain empire types, regardless of purge type:
+2 Unity with the
Fanatic Purifiers civic
+2 Society with the
Devouring Swarm civic
5~100 Unity per purged pop with the
Determined Exterminator civic
Subversive jobs[edit | edit source]
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 | |
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Criminal | Criminal-related planet modifier | These criminals live outside the bounds of legal society, some by choice and some by circumstances.
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Deviant Drone | ![]() |
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These deviants no longer obey the Hive Mind.
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Corrupt Drone | ![]() |
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These drones have been corrupted and no longer obey the directives of the core intelligence.
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Pre-sapient jobs[edit | edit source]
Pre-sapients are not normally productive, but depending on the Pre-Sapients policy, they can produce amenities or resources. Pre-sapient pops use the
Pre-Sapients stratum.
Job | Produces | Upkeep | Source | |
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Pre-Sapient | — | — | Default for pre-sapients |
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Hunted Pre-Sapient | — | ![]() | |
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Conserved Fauna | ![]() |
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Gladiatorial Beast | ![]() |
Bio-Trophy[edit | edit source]
Organic pops in Rogue Servitor empires use a special
Bio-Trophy stratum and jobs. Employed Bio-Trophy pops have their housing needs automatically fulfilled.
Job | Cat. | Produces | Sources | |
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Bio-Trophy | ![]() |
Neural Chip[edit | edit source]
Pops on the Synaptic Lathe have their stratum changed to
Computing Component and are automatically set to Neural Chip jobs.
Job | Output | Upkeep | Description | |
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Neural Chip | A single Neural Chip is inconsequential. Once connected, their processing capabilities increase exponentially.
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Origin jobs[edit | edit source]
Unique jobs unlocked by certain origins.
Broken Shackles jobs[edit | edit source]
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Available only with the First Contact DLC enabled. |
Empires with the Broken Shackles origin start with unique buildings that provide low tech jobs. They are replaced by regular jobs once the buildings are upgraded.
Knightly Order jobs[edit | edit source]
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Available only with the Toxoids DLC enabled. |
Empires with the Knights of the Toxic God origin use unique jobs on their starting habitat and consecrated habitats, as well as from
upgraded homeworld features.
Job | Cat. | Stratum | Produces | Upkeep | Sources | Weight | |
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Lord Commander | ![]() |
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Base 15 |
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Knight | ![]() |
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Base: 24 | |
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Squire | ![]() |
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Base: 1.2 |
Wrangler jobs[edit | edit source]
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Available only with the Grand Archive DLC enabled. |
Empires with the Primal Calling origin use unique Wrangler jobs, with different variants depending on stance (or
Warrior Culture civic). They are added by unique Wildlife buildings and the
Untamed Wilds modifier.
They are all classified as Wranglers, a sub-category of
Culture Workers, and also produce additional output based on empire ethics.
Job | Output | Upkeep | Stance | |
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Wrangler | |||
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Rancher | |||
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Trophy Hunter | |||
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Animal Handler | |||
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Beastfighter | |||
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Wrangler Drone | |||
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Symbiosis Integrator | |||
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Hunter Drone |
Overlord jobs[edit | edit source]
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 upkeep | Source | |
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Aid Worker | ![]() ![]() |
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N/A | Aid Agency |
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Overlord Trader | ![]() ![]() |
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Emporium |
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Overlord Academic | ![]() ![]() |
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Satellite Campus | |
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Overlord Propagandist | ![]() ![]() |
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Ministry of Truth | |
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Overlord Metallurgist | ![]() ![]() |
Offworld Foundry | |||
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Overlord Catalytic Technician | ![]() ![]() |
(if subject) | Offworld Foundry|||
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Overlord Beholder | ![]() ![]() |
Vigil Command | |||
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Overlord Manager | ![]() ![]() |
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Franchise Headquarters | |
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Overlord Recruiter | ![]() ![]() |
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Recruitment Office | ||
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Overlord Ranger | ![]() ![]() |
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N/A | Ranger Lodge |
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Medical Worker | ![]() ![]() |
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(if ![]() | Genomic Services Outreach||
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Spawning Drone | ![]() ![]() |
(if ![]() | Genomic Services Outreach|||
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Replicator | ![]() ![]() |
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(if ![]() | Genomic Services Outreach|
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Overlord Breeder | ![]() ![]() |
Splinter Hive | |||
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Overlord Arborist | ![]() ![]() |
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Tree of Life Sapling | |
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Offspring Drone Feeder | ![]() ![]() |
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Offspring Nest | ||
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Mind Thrall | ![]() ![]() |
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N/A | Distributed Processing | |
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Overlord Bio-Trophy | ![]() ![]() |
N/A | Organic Haven | ||
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Overlord Mortal Initiate | ![]() ![]() |
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N/A | Sacrificial Shrine | |
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Overlord Necromancer | ![]() ![]() |
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Dread Outpost | ||
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Overlord Reassigner | ![]() ![]() |
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Reemployment Center | ||
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Mutagenic Spa Attendant | ![]() ![]() |
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Mutagenic Spa | |
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Permutation Attendance Drone | ![]() ![]() |
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Mutagenic Permutation Pool | |
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Lubrication Terminal | ![]() ![]() |
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Hyper Lubrication Basin | |
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Overlord Knight | ![]() ![]() |
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Order's Commandery |
Event jobs[edit | edit source]
Event jobs are generated by either planetary features or planet modifiers.
Job | Cat. | Stratum | Produces | Upkeep | Sources | |
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N/A | ![]() ![]() |
N/A | ![]() | |
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Unification Officer | ![]() |
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Robot Caretaker | ![]() |
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N/A | ![]() | |
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Bio-Assistant | ![]() |
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Additional effects from Probe the Dimensional Portal outcome:
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Potential modifiers from Hidden Vault choices:
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Potential modifiers from Hidden Vault choices:
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Titan Hunter | ![]() |
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N/A | ![]() ![]() | |
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Alien Hunter | ![]() |
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N/A | ![]() | |
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Pre-FTL jobs[edit | edit source]
Pre-FTL civilizations use the same strata system as normal empires, but their jobs provide negligible output.
Standard pre-FTL jobs[edit | edit source]
These jobs are used by regular pre-FTL civilizations.
Hive Mind pre-FTL jobs[edit | edit source]
These jobs are used by Hive Mind pre-FTL civilizations.
Unique pre-FTL jobs[edit | edit source]
These jobs are used by unique pre-FTL civilizations.
Job | Stratum | Produces | Source | Pre-FTL civilization | Description |
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Junkheap | Pre-FTL Ketlings | They scurry amongst the scrapyards, collecting discarded machinery and ancient electronics for repurposing.
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Solarpunk buildings | Habinte Unified Worlds | Having achieved their utopia these world sculptors are glad to rest.
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Fallen empire jobs[edit | edit source]
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.
References[edit | edit source]
- ↑
Managers have their own sub-category that inherits all Administrator category modifiers. On its own, it is only used by the
Initiate Performance Competition decision.
- ↑
Each bath attendant job variant has its own separate category, and is not grouped under a single shared category in-game.
- ↑ Steward job weights do not check for amenities production, and check whether a pop is employed as Manager rather than Steward. Most likely a bug caused by weights being copied over from Manager.
- ↑ Seemingly a bug, modifiers copied over from
Artificer.
Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
Governance | Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions • Traditions • Ascension perks • Situations |
Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
Buildings | Planet capital • Common buildings • Unique buildings • Holdings |
Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
Technology | Technology • Physics research • Society research • Engineering research |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |