Please help with verifying or updating older sections of this article. At least some were last verified for
version 3.7.
This article is for the PC version of Stellaris only.
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 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.
Category |
Sub-category |
Jobs
|
Administrators |
None |
Bureaucrat
Mortal Initiate
Coordinator
Synapse Drone
Robot Caretaker (unused)
|
Managers |
Manager
|
Priests |
High Priest
Priest
Death Priest
Prosperity Preacher
|
Telepaths |
Telepath
|
Culture Workers |
Culture Worker
Death Chronicler
Ranger
|
Evaluators |
Evaluator
Chronicle Drone
|
Synapse Drones |
None (Synapse Drones are classified as Administrators)
|
Artisans |
None |
Artisan
Artificer
Pearl Diver
Artisan Drone
|
Bath Attendants |
None |
Mutagenic Spa Attendant
|
Bath Attendants Hive |
None |
Permutation Attendance Drone
|
Bath Attendants Machine |
None |
Lubrication Terminal
|
Bio-trophies |
None |
Bio-Trophy
Bio-Assistant
|
Chemists |
None |
Chemist/Chem-Drone
|
Doctors |
None |
Medical Worker
|
Enforcers |
None |
Slave Overseer
Enforcer
|
Entertainers |
None |
Entertainer
Duelist
|
Farmers |
None |
Farmer/Farming Drone
Angler
Titan Hunter
|
Knights[1][2] |
None |
Lord Commander
Knight
|
Merchants |
None |
Merchant
|
Metallurgists |
None |
Transmuter/Transmuter Drone
Metallurgist
Catalytic Technician/Catalytic Drone
Fabricator
Alloy Drone
Odd Factory Worker/Odd Factory Drone
|
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
|
Politicians |
None |
Politician
|
Executives |
Executive
|
Nobles |
Noble
|
Pop Assemblers |
None |
Roboticist
Replicator
|
Necro-apprentices |
Necrophyte
|
Refiners |
None |
Gas Refiner/Gas Refiner Drone
Gas Plant Engineer/Gas Plant Drone
|
Researchers |
None |
Science Director
Researcher
Necromancer
Brain Drone
Calculator
Dimensional Portal Researcher/Dimensional Portal Drone
Space-Time Anomaly Researcher/Space-Time Anomaly Drone
|
Soldiers |
None |
Soldier/Warrior Drone
|
Squires |
None |
Squire
|
Technician |
None |
Technician/Tech-Drone
|
Translucers |
None |
Translucer/Lensing Drone
|
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[3]
Galactic Stock Exchange
Trade District / Commercial Segment[3]
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
Materialist ethic attraction decreased (scope: 1 pop)
|
−2
|
Citadel of Faith
Exalted Priesthood civic:
|
2
|
|
 |
Noble
|
+6 Unity
+2 Stability
+3 Amenities
Authoritarian ethic attraction increased (scope: 1 pop)
Egalitarian ethic attraction decreased (scope: 1 pop)
|
−2
|
Aristocratic Elite civic:
Noble Estates
   Capital building
|
2
|
|
 |
Lord Commander
|
+5 Amenities
+6 Naval capacity
- Based on Quest event choices
+4/8/12/16 Unity
+0/2/4/6 Research
|
−2
|
Knights of the Toxic God origin:
Habitat Central Control on Order's headquarters habitat
|
|
|
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.
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
|
−6 Minerals
−1 Energy with Industrial Subsidies edict
|
6
|
|
 |
Pearl Diver
|
- Affected by
Artisan modifiers
+6 Consumer goods
+2 Trade value
+2 Amenities with Agrarian Idyll
|
−3 Food
−4 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 with Robotic Components policy
+2.25 Monthly organic pop assembly with Cybernetic Components policy
|
−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
Militarist ethic attraction increased (scope: 1 pop)
Pacifist ethic attraction decreased (scope: 1 pop)
|
−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
−10 Crime
−30 with Thought Enforcement edict
−10 with Anti-Crime Campaign
+9 Unity
+1 with Police State civic
+1 with Judgment Corps tradition
+5% Resources from jobs for Psionic pops
+5% for Psionic pops with Breach the Shroud
- Additional effects depending on covenant
|
−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
|
−1 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
|
|
 |
Mutagenic Spa Attendant
|
+1% Pop growth speed
−0.25% Habitability
−0.75% Happiness
- Effects increased by number of
Industrial Districts
|
−1 Consumer goods
|
|
|
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 Consumer goods with Research Subsidies edict
|
6
|
|
 |
Bureaucrat
|
- Affected by
Administrator modifiers
+4 Unity
+1 Stability with Byzantine Bureaucracy
+2 Edict fund with Efficient 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 Edict fund with Efficient Bureaucracy
Materialist ethic attraction decreased (scope: 1 pop)
|
−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 Edict fund with Efficient Bureaucracy
Materialist ethic attraction decreased (scope: 1 pop)
|
−2 Consumer goods
|
6
|
|
 |
Death Chronicler
|
- Affected by
Administrator modifiers
+4 Unity
+2.5 Stability
- Additional effects based on governing ethics; see below
|
−3 Consumer goods
|
6
|
|
 |
Culture Worker
|
Affected by Administrator modifiers
+4 Unity
+10% Governing ethics attraction
- Additional effects based on governing ethics; see below
|
−3 Consumer goods
|
6
|
|
 |
Knight
|
+4 Naval capacity
+2 Planetary defense armies
- Based on Quest event choices
+3/6/9/12 Unity
+2/4/6/8/10 Research
- Added by Quest event choices
+5 Amenities
+1.5% Alloys empire-wide production
|
−1 Alloys
|
|
|
 |
Archaeo-engineer
|
+2 Physics research
+2 Engineering research
+5 Society research
+0.3 Minor artifacts on Relic Worlds
|
−2 Consumer goods
−1 Consumer goods with Research Subsidies edict
|
6
|
|
Culture Workers and Death Chroniclers gain other effects depending on the empire's governing ethics:
Ethic |
Regular effect |
Fanatic Effect
|
Authoritarian
|
+3 Edict fund |
+6 Edict fund
|
Egalitarian
|
−1.25% Pop housing usage |
−2.5% Pop housing usage
|
Materialist
|
+2 Amenities |
+4 Amenities
|
Spiritualist
|
−2.5% Pop amenities usage |
−5% Pop amenities usage
|
Militarist
|
+1 Naval capacity |
+2 Naval capacity
|
Pacifist
|
+5% Trade value from living standards |
+10% Trade value from living standards
|
Xenophobe
|
+1.25% Citizen happiness |
+2.5% Citizen happiness
|
Xenophile
|
−1.25% Pop upkeep |
−2.5% Pop upkeep
|
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
+2 Amenities with Agrarian Idyll
|
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
Materialist ethic attraction decreased (scope: 1 pop)
|
N/A
|
6
|
|
 |
Prosperity Preacher
|
- Affected by
Administrator modifiers
+1 Unity
+3 Amenities
+4 Trade value
Materialist ethic attraction decreased (scope: 1 pop)
|
N/A
|
6
|
|
 |
Ranger
|
+3 Amenities
+2 Society research
|
N/A
|
|
|
 |
Squire
|
+2 Amenities
+2% Knights category output
+0.25 Monthly organic pop assembly with Lover's Pox planet modifier
|
−0.5 Alloys with Lover's Pox planet modifier
|
|
|
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
|
N/A
|
Domestic Servitude slavery
|
Generated automatically for pops that can't find a job
|
Servants perform various menial domestic tasks and household work for their masters.
|
 |
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.
|
 |
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.
|
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
+2 with Versatility tradition tree finisher
+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.
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.
|
 |
Synapse Drone
|
Complex Drone
|
+3 Amenities +1 Unity
|
Industrial Age (7) - Early Space Age (10)
|
Administrating and coordinating an entire country is no easier if you are a single individual. These drones ensure that every drone has an appropriate task.
|
 |
Priest
|
Specialist
|
+2 Amenities +1 Unity
|
Industrial Age (7) - Early Space Age (10)
|
Religious leaders who occupy various priestly offices.
|
 |
Entertainer
|
Specialist
|
+8 Amenities
|
Atomic Age (9) - Early Space Age (10)
|
Celebrities and media personalities that provide entertainment and distraction from day-to-day life.
|
 |
Spawning Drone
|
Complex Drone
|
+8 Amenities
|
Industrial Age (7) - Early Space Age (10)
|
Having each member of a society reproduce is vastly inefficient. These drones specialize in generating whatever new drones the Hive needs.
|
 |
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.
|
 |
Brain Drone
|
Complex Drone
|
+1 Research Output
|
Industrial Age (7) - Early Space Age (10)
|
Drones employing the scientific method are capable of taking massive leaps in their consciousness knowledge base. Often too large.
|
 |
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.
|
 |
Warrior Drone
|
Menial Drone
|
+3 Planetary Defense Armies
|
Industrial Age (7) - Early Space Age (10)
|
Specialized for war, these hulking drones have multiple specialized appendages perfected for crushing their own species.
|
 |
Maintenance Drone
|
Menial Drone
|
+2 Amenities
|
Industrial Age (7) - Early Space Age (10)
|
If there is one universal truth in this universe, it's that everything breaks. These drones are made to fix whatever is broken.
|
 |
Farmer
|
Worker
|
+3 Food
|
Steam Age (6) - Early Space Age (10)
|
These farmers work the land, typically with the help of primitive but effective farming equipment.
|
 |
Agri-Drone
|
Menial Drone
|
+3 Food
|
Steam Age (6) - Early Space Age (10)
|
Food production overseen by a continent spanning hive-mind is a marvel of logistics and agronomy, every section of the designated agricultural area is used to its fullest.
|
 |
Technician
|
Worker
|
+1 Energy
|
Steam Age (6) - Early Space Age (10)
|
These technicians shuffle coal or maintain primitive nuclear generators.
|
 |
Tech-Drone
|
Menial Drone
|
+1 Energy
|
Steam Age (6) - Early Space Age (10)
|
Operating dirty energy generators is not a job any living being can do forever. Still, these drones are enhanced with superior lungs as well as inherent radioactive resistance, so they last longer than most.
|
 |
Miner
|
Worker
|
+3 Minerals
|
Steam Age (6) - Early Space Age (10)
|
Dangerous and sometimes lethal work in the dark bowels of the planet.
|
 |
Mining Drone
|
Menial Drone
|
+3 Minerals
|
Steam Age (6) - Early Space Age (10)
|
Sacrificing safety for success, these drones delve deep beneath the earth to feed the ever-hungry engine that is society.
|
 |
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.
|
 |
Factory Drone
|
Menial Drone
|
+2 Consumer Goods
−2 Minerals
|
Steam Age (6) - Early Space Age (10)
|
Drones that are more or less part of the very factory they work in. These specialized laborers assemble everything from weapons to vehicles at an astounding rate.
|
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.
|
 |
Nacent Synapse Drone
|
Complex Drone
|
+3 Amenities +1 Unity
|
Stone Age (1) - Steam Age (6)
|
The budding Overmind formed between the local drones has found a need to extend their consciousness further. These more cerebral Synapse Drones mainly facilitate this.
|
 |
Spawning Drone
|
Complex Drone
|
+8 Amenities
|
Stone Age (1) - Steam Age (6)
|
Having each member of a society reproduce is vastly inefficient. These drones specialize in generating whatever new drones the Hive needs.
|
 |
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.
|
 |
Cerebellum Drone
|
Complex Drone
|
+1 Research Output
|
Bronze Age (2) - Steam Age (6)
|
Analyzing and discovering solutions to new difficulties is the hallmark of any flourishing society - these drones focus on finding solutions for other drones' problems and avoiding future pitfalls.
|
 |
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.
|
 |
Simple Warrior Drone
|
Menial Drone
|
+3 Planetary Defense Armies
|
Bronze Age (2) - Steam Age (6)
|
Having yet to fully come to grips with genetic specialization, these drones are grown bulkier to protect their hive. They have yet to evolve any specialized weapon appendages.
|
 |
Peasant
|
Worker
|
+2 Minerals if 
+2 Food if not 
|
Bronze Age (2) - Steam Age (6)
|
The peasants toil endlessly in the fields, so that those perceived as their betters might prosper.
|
 |
Basic Agricultural Drone
|
Menial Drone
|
+2 Minerals if 
+2 Food if not 
|
Bronze Age (2) - Steam Age (6)
|
Simple and unspecialized drones work the fields, their consciousness aware that food can be grown, but the task has yet to be optimized.
|
 |
Maintenance Drone
|
Menial Drone
|
+2 Amenities
|
Stone Age (1) - Steam Age (6)
|
If there is one universal truth in this universe, it's that everything breaks. These drones are made to fix whatever is broken.
|
 |
Farmer
|
Worker
|
+3 Food
|
Steam Age (6)
|
These farmers work the land, typically with the help of primitive but effective farming equipment.
|
 |
Agri-Drone
|
Menial Drone
|
+3 Food
|
Steam Age (6)
|
Food production overseen by a continent spanning hive-mind is a marvel of logistics and agronomy, every section of the designated agricultural area is used to its fullest.
|
 |
Technician
|
Worker
|
+1 Energy
|
Steam Age (6)
|
These technicians shuffle coal or maintain primitive nuclear generators.
|
 |
Tech-Drone
|
Menial Drone
|
+1 Energy
|
Steam Age (6)
|
Operating dirty energy generators is not a job any living being can do forever. Still, these drones are enhanced with superior lungs as well as inherent radioactive resistance, so they last longer than most.
|
 |
Miner
|
Worker
|
+3 Minerals
|
Steam Age (6)
|
Dangerous and sometimes lethal work in the dark bowels of the planet.
|
 |
Mining Drone
|
Menial Drone
|
+3 Minerals
|
Steam Age (6)
|
Sacrificing safety for success, these drones delve deep beneath the earth to feed the ever-hungry engine that is society.
|
 |
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.
|
 |
Factory Drone
|
Menial Drone
|
+2 Consumer Goods
−2 Minerals
|
Steam Age (6)
|
Drones that are more or less part of the very factory they work in. These specialized laborers assemble everything from weapons to vehicles at an astounding rate.
|
 |
Hunter-Gatherer
|
Worker
|
+1 Amenities
+1 Minerals if 
+1 Food if not 
|
Stone Age (1)
|
These semi-nomadic primitives survive by foraging and hunting. There is evidence of early tool use.
|
 |
Sustenance Drone
|
Menial Drone
|
+1 Food if not 
+1 Minerals if 
+1 Amenities
|
Stone Age (1)
|
The difference between a successful hivemind and a starved one comes down to how successful their resource procurement is.
|
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 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 cryogenically frozen sapients.
|
 |
Caretaker
|
+5 Amenities
|
Unemployed
|
These ancient machines tirelessly maintain and repair the decaying machinery of the ringworld on which they reside.
|
- ↑ Knights count as Researchers for research production and Bureaucrats for unity production. The Lord Commander counts as a Science Director and Politian for those resources. These output modifiers are multiplicative with knight output modifiers. Note that the research output modifier used is the average of the modifiers three types of research (slightly weighted toward engineering modifiers), i.e.
Natural Physicists would improve the output of all 3 research types by +4.95% whereas
Natural Engineers would improve them by +5.1%
- ↑ Knight output modifiers apply to the defensive armies, naval capacity, and amenities they produce.
- ↑ 3.0 3.1
Commercial Enterprise tradition is required to produce Merchants on basic
Commercial Zones and
Trade Districts.
- ↑ Appears to be wrongly classified as worker strata for
Gestalt Consciousnesses