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Society research

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This article has been verified for the current PC version (2.7) of the game.

Society Research Society research area is composed mainly of the fields: Biology.png Biology, Military Theory.png Military Theory, New Worlds.png New Worlds and Statecraft.png Statecraft. It also includes, to a lesser extent, the Psionics.png Psionics field.

The area provides access to several key points, including: terraforming capabilities, strategic resources reveal, uplift capabilities, genetic modification capabilities, new armies, improved food and unity production, and more.

Contents

Main effectsEdit

A scientist with an expertise in any of these fields will be of benefit in this area enabling fast access to their field's main effects (displayed below).

Field Focus Description
  Biology
  •   Society producing buildings
  •   Food producing buildings
  •   Growth speed
  •   Strategic resources reveal
  •   New armies
  •   Genetic modification capabilities
  •   Gene modification points
  •   Leader lifespan modifiers
  •   Food modifiers
The science of life, in its many forms and complexities.
  Military Theory
  •   Defensive buildings
  •   Increased fleet command limit
  •   Increased naval capacity
  •   Reduced ship and army upkeep
  •   Reduced claim influence cost
  •   Reduced war exhaustion gain
  •   Ship and army modifiers
The art of war and its many important aspects.
  New Worlds
  •   Increased starbase capacity
  •   Blocker removals
  •   Terraforming capabilities
  •   Terraforming resources reveal
  •   Increased energy storage capacity
  •   Increased habitability
Colonization protocols and pioneer training.
  Statecraft
  •   Increased influence
  •   Increased unity
  •   Increased leader capacity and pool size
  •   Base resources producing buildings
  •   Influence and unity producing buildings
  •   Edict modifiers
  •   Leader recruitment cost modifiers
The art of building a successful society.
  Psionics
  •   Increased unity
  •   Strategic resources reveal
  •   Advanced ship components
  •   Improved FTL capabilities (jump drive)
Mind over matter.

Note: The table is a summary of the most prominent fields and of their effects within the area. This is not an inclusive list.

Table usageEdit

Legend indicators:

  • Colors: Starter , Acquisition , Rare , Dangerous , Repeatable .
  • Icons:   Armies / Attachments,   Buildings,   Components,   Edicts / Policies,   Feature unlock,   Starbase,   Resources,   Ship / Station / Megastructure class.

Notes:

  1. The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
  2. If a tech has been available as a research option in the as part of the last choice then its (total) weight will be halved in the coming choice.
  3. The table denotes the base cost of a tech. Actual in-game tech cost will scale with the empire's size (number of colonized planets and population).
  4. To research techs of higher tiers it is first needed to acquire 8 techs of the preceding tier.
  5. Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
  6. Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.) click on the accompanying icon.

List of society technologiesEdit

Technology C Cost T Effects Prerequisites Weight & Modifiers Description

Trade

  Interplanetary Commerce   0   Commercial Zones    Gestalt Consciousness With new planetary markets comes new opportunities for commerce. Business will be booming.
  Offworld Trade Companies   3000 1   Offworld Trading Company
  •   Interplanetary Commerce
  •    Gestalt Consciousness
Base: 90
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • 1.25× if adopted   Prosperity tradition tree.
Trade across interstellar distances presents a new set of challenges to overcome. It is critical to achieve the transfer of goods from one system to another in a timely and above all cost efficient manner.
  Interstellar Economics   8000 3   Commerce Megaplexes
  •   Offworld Trade Companies
  •   Access to   Rare Crystals via tech or the galactic market
  •    Gestalt Consciousness
Base: 130
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • 1.25× if adopted   Prosperity tradition tree.
As we journeyed into the cosmos and ventured beyond our home system, we also entered a new era of economics. New markets are appearing a startling rate, and economic theorists are struggling to keep up.
  Galactic Markets   16000 4   Galactic Stock Exchange
  •   Colonial Centralization
  •   Interstellar Economics
  •   Is in contact with at least 2 other empires
  •    Gestalt Consciousness
Base: 22.5
Modifiers
  • 0.25× if neither of the following are true:
    • Scientist expertise is   Statecraft.
    • Scientist is   Curator.
  • 1.25× if scientist expertise is   Statecraft.
  • if in contact with fewer than 2 other empires.
By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs.
  Numistic Data Modeling   8000 3   Energy from   Jobs: +5% Tech option given by the Caravaneers. 0 Are the precognitive powers of Numa at work or is it a matter of skilled craftsmanship? Either way this galactic stock market prediction model will forecast fluctuations in the economy with divine accuracy.

Agriculture

  Industrial Agriculture   0 District: Agriculture District Large-scale industrial farms growing nutrient-rich produce allows a civilization to grow its population manifold.
  Eco Simulation   2000 1
  •   Food from   Farmers: +20%
  • Edict: Farming Subsidies
  Industrial Agriculture Base: 100
Modifiers
  • 0.01× if has no agriculture districts[1] and does not need food.[2]
  • 0.5× if   Machine Intelligence or primary species is   Lithoid.
  • 1.25× if   Pacifist.
  • 1.5× if   Fanatic Pacifist.
  • 1.25× if scientist expertise is   Biology.
Farming techniques can be further refined through sophisticated computer simulations of different environments and weather patterns. This allows for more predictable crop yields.
  Gene Crops   4000 2
  •   Food from   Farmers: +20%
  • Edict: Nutritional Plentitude
  Eco Simulation Base: 85
Modifiers
  • 0.01× if has no agriculture districts[1] and does not need food.[2]
  • 0.5× if   Machine Intelligence or primary species is   Lithoid.
  • 1.25× if   Pacifist.
  • 1.5× if   Fanatic Pacifist.
  • 1.25× if scientist expertise is   Biology.
Sophisticated genetic engineering of crops helps increase yield and further improves both taste and nutrient levels.
  Nano-Vitality Crops   8000 3   Food from   Farmers: +20%   Gene Crops Base: 65
Modifiers
  • 0.01× if has no agriculture districts[1] and does not need food.[2]
  • 0.5× if   Machine Intelligence or primary species is   Lithoid.
  • 1.25× if   Pacifist.
  • 1.5× if   Fanatic Pacifist.
  • 1.25× if scientist expertise is   Biology.
Infusing crop strands with small amounts of nano-machines help create a type of produce that is ultra resilient, and the chemical composition of which can be tailored and altered during its entire lifetime.
  Nutrient Replication   24000 4   Food from   Farmers: +15%
  •   Nano-Vitality Crops
  •    Machine Intelligence
Base: 35
Modifiers
  • 0.01× if has no agriculture districts[1] and does not need food.[2]
  • 0.5× if primary species is   Lithoid.
  • 0.5× if neither of the following are true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
  • 1.25× if   Pacifist.
  • 1.5× if   Fanatic Pacifist.
The process of synthetically replicating crops requires a lot of collected waste to create a small amount of produce, but nevertheless provides a significant boost to agricultural output.
  Hydroponics Farming   2000 1   Hydroponics Farms   Industrial Farming Base: 100
Modifiers
  • 0.01× if has no agriculture districts[1] and does not need food.[2]
  • 0.5× if   Machine Intelligence or primary species is   Lithoid.
  • 1.25× if scientist expertise is   Biology.
Hydroponics Farming in a controlled environment allows for crops to be grown in climates where farming would normally be impossible.
  Food Processing   2500 1   Food Processing Facilities   Eco Simulation Base: 95
Modifiers
  • 0.01× if has no agriculture districts[1] and does not need food.[2]
  • 0.5× if   Machine Intelligence or primary species is   Lithoid.
  • 1.25× if scientist expertise is   Biology.
Improved food processing techniques will lead to better preservation methods and less spoilage.
  Advanced Food Processing   10000 3   Food Processing Centers
  •   Food Processing
  • Access to   Volatile Motes via tech or the galactic market
Base: 130
Modifiers
  • 0.01× if has no agriculture districts[1] and does not need food.[2]
  • 0.5× if   Machine Intelligence or primary species is   Lithoid.
  • 1.25× if scientist expertise is   Biology.
New cryopreservation and protein resequencing methods will make food processing much more efficient.
Meta-research
  Biodiversity Studies   2000 1   Society Research from   Researchers: +20% Base: 100
Modifiers
  • if empire is AI-controlled.
  • cumulatively if year is after 2205, 2210, 2215, or 2220.
  • 1.25× if scientist expertise is   Biology.
Studying the different forms of life that appear on our world helps us better understand ourselves and the life that surrounds us.
  Xenobiology   6000 2   Society Research from   Researchers: +20%   Biodiversity Studies Base: 70
Modifiers
  • cumulatively if year is after 2205, 2210, 2215, and 2220.
  • 1.25× if scientist expertise is   Biology.
Studying the life that arises on other worlds and beyond allows us to understand fundamental aspects of Biology that were previously beyond our reach.
  Secrets of Life   20000 4   Society Research from   Researchers: +20%   Xenobiology Base: 40
Modifiers
  • cumulatively if year is after 2225, 2230, 2235, or 2240.
  • 1.25× if scientist expertise is   Biology.
Having the opportunity to study the multitudes of life lets us find some common ground for all living beings. The foundational building blocks of life.

Planetary deposits

  Xenology   2500 1   Alien Zoo An owned planet has an Isolated Valley feature Base: 95
Modifiers
  • if   Xenophile.
  • if   Fanatic Xenophile.
  • 1.25× if scientist expertise is   Biology.
Studying the fauna of other worlds gives insight into alien behaviors, allowing us to identify and domesticate docile entities.

Artifacts

  Arcane Deciphering   6000 2   Artifact actions
  •   Xenobiology
  •   Ancient Relics expansion is active
  •   Has at least one Minor Artifact
Base: 22.5
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • No bonus from fellow federation members or ascension perks.
Various artifacts and technologies functioning by arcane means that cannot be understood or replicated... at least not by conventional science as it is known to us.

Colonization

  New Worlds Protocol   0   Colony Ship   Space Exploration Calculating required resources and gear required to establish a planetary colony allows us to herd brave pioneers into grand "ark ships", confident that they will survive the long voyage across the stars to a new home.
  Atmospheric Filtering   3000 2   Habitability: +5%
  •   New Worlds Protocol
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 90
Modifiers
  • 1.25× if scientist expertise is   New Worlds.
  • 0.7× if   Driven Assimilator or   Rogue Servitor.
By adjusting atmospheric filtering on a per-site basis to better filter out undesirable elements, colonial living conditions may be improved.
  Hostile Environment Adaptation   6000 2   Habitability: +5%
  •   Atmospheric Filtering
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 70
Modifiers
  • 1.25× if scientist expertise is   New Worlds.
  • 0.7× if   Rogue Servitor or   Driven Assimilator.
Further study into the hazardous environments found on other planets help alleviate the difficulties that colonizers encounter in their day-to-day lives on foreign worlds.
  Foreign Soil Enrichment   12000 3   Habitability: +5%
  •   Hostile Environment Adaptation
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 50
Modifiers
  • 1.25× if scientist expertise is   New Worlds.
  • 0.7× if   Rogue Servitor or   Driven Assimilator.
Extensive study into different soil types and their ability to support crops will help improve the living conditions of our settlers on foreign worlds.
  Eco-Integration Studies   24000 4   Habitability: +5%
  •   Foreign Soil Enrichment
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 35
Modifiers
  • 1.25× if scientist expertise is   New Worlds.
  • 0.7× if   Rogue Servitor or   Driven Assimilator.
Additional study into different planetary climates will allow us to settle our population on worlds previously thought too hostile to support them.
  Tomb World Adaptation   8000 3   Tomb World Habitability: +20%
  •   Hostile Environment Adaptation
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 32.5
Modifiers
  • 0.2× if neither of the following is true:
    • Scientist expertise is   New Worlds.
    • Scientist is   Curator.
  • if any owned planet is a   Tomb World.
Through comprehensive study of irradiated environments we will allow our settlers to colonize worlds that have been devastated by nuclear warfare.

Organic pops

  Genetic Healthcare   2500 1   Gene Clinics
  •   Genome Mapping
  •   New Worlds Protocol
  •    Gestalt Consciousness
Base: 190
Modifiers
  • 1.25× if adopted   Harmony tradition tree.
  • 1.25× if scientist expertise is   Biology.
The colonization of alien worlds has opened up an entirely new field of biomedical research.
  Cyto-Revitalization   6000 2   Cyto-Revitalization Centers
  •   Genetic Healthcare
  •   Colonial Centralization
  •   Access to   Exotic Gases through tech or the galactic market
  •    Gestalt Consciousness
Base: 70
Modifiers
  • 1.25× if adopted   Harmony tradition tree.
  • 1.25× if scientist expertise is   Biology.
As our empire grows, so does our understanding of our own Biology. Advanced medical treatments on a cellular level have allowed for significant advancements in population health.
  Genome Mapping   2000 1   Pop Growth Speed: +10%
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 150
Modifiers
  • 1.25× if   Hive Mind.
  • 1.25× if adopted   Supremacy tradition tree.
  • 1.25× if scientist expertise is   Biology.
Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies.
  Cloning   5000 2   Pop Growth Speed: +10%
  •   Genome Mapping
  •   If   Machine Intelligence, is   Driven Assimilator
Base: 112.5
Modifiers
  • 1.25× if   Hive Mind.
  • 1.25× if adopted   Supremacy tradition tree.
  • 1.25× if scientist expertise is   Biology.
Breakthroughs in enucleation and artificial womb technology allows for the mass-production of individuals based on a common genetic template.
  Vitality Boosters   5000 2   Leader Lifespan: +10 Years
  •   Genome Mapping
  •   If   Machine Intelligence, is   Driven Assimilator
Base: 112.5
Modifiers
  • 1.25× if   Hive Mind.
  • 1.25× if adopted   Supremacy tradition tree.
  • 1.25× if scientist expertise is   Biology.
Where the body fails, science intervenes.
  Epigenetic Triggers   5000 2   Uplift and integrate pre-sentient species
  •   Genome Mapping
  •    Fanatic Purifiers
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
  •   Found pre-sapients via an anomaly, or an owned planet has pre-sapient pops
Base: 75
Modifiers
  • 1.25× if   Xenophile.
  • 1.5× if   Fanatic Xenophile.
  • 1.25× if scientist expertise is   Biology.
  • 0.75× if   Xenophobe.
  • 0.5× if   Fanatic Xenophobe.
Advanced DNA methylation techniques allow for functionally significant alterations to be made to arbitrary genomes.

Blocker clearance

  Planetary Resurfacing   5000 2   Tile blockers: Impassable Mountains
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has an Impassable Mountains feature
Base: 150
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
With the advent of clean fusion, automation, and matter compression technologies, it was only a matter of time before mountain top removal became mountain range removal.
  Deep Crust Engineering   5000 2   Tile blockers: Active Volcano
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned world has an Active Volcano feature
Base: 150
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
Advances in material technology and deep-shaft mining techniques allow geo-engineering at previously unthinkable depths and temperatures. Magma hotspots can now be exploited, suppressed, or even relocated.
  Dangerous Wildlife Removal   5000 2   Tile blockers: Dangerous Wildlife
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has a Dangerous Wildlife feature
Base: 150
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
Tactical disruption of natural habitats combined with converging search-and-destroy patterns can effectively eliminate hostile wildlife in a very short span of time.
  Selective Defoliants   2500 1   Tile blockers: Dense Jungle
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has a Dense Jungle feature
Base: 190
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
Thorough cataloging, gene sequencing, and computer modeling of exobotanical ecosystems, coupled with gene editing and dispersal mechanisms, will allow us to reshape alien plant communities to our liking.
  Soil Remediation   2500 1   Tile blockers: Quicksand Basin
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has a Quicksand Basin feature
Base: 190
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
The process of soil deposition normally takes millions of years. With advanced fracking, chemical engineering, and hydraulic management technologies even the poorest substrate can be turned into fertile topsoil.
  Xeno-Hydraulic Mastery   2500 1   Tile blockers: Noxious Swamp
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has a Noxious Swamp feature
Base: 190
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
Sapient races have been reclaiming swampland for thousands of years. A coordinated system of modular aquaducts, pump stations, chemical remediation crawlers and automated soil compactors can reclaim land at unprecedented speeds.
  Climate Control Network   2500 1   Tile blockers: Massive Glacier
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has a Massive Glacier feature
Base: 190
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
Orbital systems of mirrors and shades can effect dramatic changes in planetary climates, when managed properly.
  Ocean Ecology Management   2500 1   Tile blockers: Toxic Kelp
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has a Toxic Kelp feature
Base: 190
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
Given enough processing power, networked sensors and distributed stations, even the ocean currents can be managed to a fine level of control.
  Subterranean Colonization   750 1   Tile blockers: Deep Sinkhole
  •   New Worlds Protocol
  •   Owns at least 2 planets
  •   An owned planet has a Deep Sinkhole feature
Base: 190
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • with   Mastery of Nature ascension perk.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if another blocker tech was drawn.
Many planets exhibit extensive subsurface voids. Subterranean exploration, exploitation, and construction techniques can greatly increase the habitable area of some worlds.

Terraforming

  Terrestrial Sculpting   6000 2   Terraform uninhabited planets
  •   New Worlds Protocol
  •    Terravore
Base: 105
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • 1.25× if scientist expertise is   New Worlds.
There is no simple solution to the problem of macro-scale reshaping of planetary crusts - only bigger trowels and orbitally-deployed drills.
  Ecological Adaptation   10000 3   Terraform inhabited planets   Terrestrial Sculpting Base: 60
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • 1.25× if scientist expertise is   New Worlds.
By adapting planetary ecosystems to large-scale environmental changes we can turn terraformation into a less disruptive process.
  Climate Restoration   16000 4   Terraform Tomb Worlds   Terrestrial Sculpting Base: 45
Modifiers
  • 1.25× if adopted   Expansion tradition tree.
  • 1.25× if scientist expertise is   New Worlds.
By advancing our understanding of atmospheric transformation, we will be able to terraform even the most ecologically devastated worlds.

Gene-modding

  Gene Tailoring   8000 3
  •   +1 Gene modification points
  •   Genetic Modification
  •   Self-Modification
  •   Genome Mapping
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 130
Modifiers
  • 1.25× if   Hive Mind.
  • 1.25× if some degree of    Xenophile.
  • 1.25× if scientist expertise is   Biology.
Making gene-editing tools widely available is sure to have a positive impact on our development as a species.
  Glandular Acclimation   12000 3   Habitability Modification
  •   Gene Tailoring
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 75
Modifiers
  • 1.25× if   Hive Mind.
  • 1.25× if scientist expertise is   Biology.
Through glandular biological tailoring we can change the environmental tolerance of a species to suit our needs.
  Genetic Resequencing   32000 5
  •   Advanced Genetic Modification[3]
  •   Advanced Traits
  Evolutionary Mastery ascension perk 0 No longer will we be limited by the basic biological structure of a species when striving to improve them. DNA is just another material to be shaped as the sculptor wills it.
  Targeted Gene Expressions   12000 3   +1 Gene modification points
  •   Gene Tailoring
  •   If   Machine Intelligence, is   Driven Assimilator or   Rogue Servitor
Base: 50
Modifiers
  • 1.25× if   Hive Mind.
  • 1.5× if scientist has   Spark of Genius.
  • 0.5× if none of the following is true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
    • Scientist has   Spark of Genius.
Stricter control of RNA and protein production on the cellular level.
Leader enhancement
  Selected Lineages   10000 3   Leader Enhancement policy – Selected Lineages
  •   Vitality Boosters
  •    Machine Intelligence
Base: 30
Modifiers
  • 1.25× if scientist expertise is   Biology.
  • if some degree of    Authoritarian.
  • 0.5× if some degree of    Egalitarian.
  • 0.5× if none of the following is true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
    • Scientist has   Spark of Genius.
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
  Capacity Boosters   24000 4   Leader Enhancement policy – Capacity Boosters
  •   Selected Lineages
  •    Machine Intelligence
Base: 17.5
Modifiers
  • 1.25× if scientist expertise is   Biology.
  • if some degree of    Authoritarian.
  • 0.5× if some degree of    Egalitarian.
  • 0.2× if none of the following is true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
    • Scientist has   Spark of Genius.
We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.

Fleet organization

  Doctrine: Space Combat   4000 2   Fleet Command Limit: +20 Base: 255
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Reactive Formations   6000 2   Fleet Command Limit: +20   Doctrine: Space Combat Base: 210
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Interstellar Warfare   10000 3   Fleet Command Limit: +20   Doctrine: Reactive Formations Base: 180
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Fluid Fleet Templates   16000 4   Fleet Command Limit: +20   Doctrine: Interstellar Warfare Base: 135
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Armada Battle Formation   24000 4   Fleet Command Limit: +20   Doctrine: Fluid Fleet Templates Base: 105
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Interstellar Fleet Traditions   4000 2
  •   Fleet Academy
  •   Naval Logistics Office
Base: 225
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
A body of knowledge regarding combat behaviors is useless without a strong code governing its use.
  Refit Standards   8000 3
  •   Ship Upgrade Cost: −20%
  •   Ship Upkeep: −5%
  Interstellar Fleet Traditions Base: 65
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Standardizing workflows for upgrading and retrofitting ship components can lead to massive efficiency gains.
  Command Matrix   12000 3
  •   Ship Fire Rate: +5%
  •   Command Center
  Refit Standards Base: 150
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Restructuring the chain of command and deciding what interdependencies are set between officers, make fleets more responsive and effective.
  Doctrine: Fleet Support   5000 2   Naval Capacity: +30 Base: 225
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
As extrasolar expeditions become more common, it is important to provide planetside relief for returning fleets.
  Doctrine: Support Vessels   10000 3   Naval Capacity: +30   Doctrine: Fleet Support Base: 600
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
A fleet does not run on zeal alone. To ensure steady access to critical supplies, we should organize our logistics corps into dedicated support vessels.
  Doctrine: Interstellar Logistics   16000 4   Naval Capacity: +30   Doctrine: Support Vessels Base: 135
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Amateurs talk about tactics. Professionals study logistics. By ensuring our fleets are regularly and efficiently supplied, we can increase the number of vessels we can effectively support.
  Doctrine: Fleet Liasions   24000 4   Naval Capacity: +30   Doctrine: Interstellar Logistics Base: 105
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
By maintaining a professional corps of fleet liasions, we can improve communications and the flow of orders throughout the chain of command.

Army organization

  Centralized Command
 Drone Command Centers
 Maintenance Command
  5000 2
  • Max Occupation Garrisons: +2
  •   Military Academy
Base: 75
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
Creating dedicated headquarters for all levels of military operations shapes an efficient fleet, and lays a better foundation for future military training.
  Combat Training
 Field Repairs
  8000 3
  •   Assault Army Damage: +15%
  •   Assault Army Morale: +15%
  Centralized Command Base: 65
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
A more extensive training program for new recruits, including realistic combat scenarios, prepare them for the field.
  Planetary Defenses   0
  •   Stronghold
  •   Assault Army
  •   Defense Army
There may come a time when intellects, vast and cool and unsympathetic, regard our worlds with envy and draw plans against us. We must be ready.
  Ground Defense Planning   2500 1
  •   Defense Army Damage: +33%
  •   Naval Capacity from   Soldiers: +2
  Planetary Defenses Base: 190
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
There are many alien empires who would gladly seize our worlds for themselves. We must be prepared for them, should the worst come to pass.
  Global Defense Grid   4000 2
  •   Defense Army Health: +25%
  •   Fortress
  Ground Defense Planning Base: 170
Modifiers
  • if some degree of    Militarist.
  • 1.25× if scientist expertise is   Military Theory.
The strategic value of a good defense remains as relevant today as it was to our predecessors in the far distant past. Technology does not render fortifications obsolete - it merely changes their requirements.

Psionics

  Psionic Theory   8000 3   Empire Sprawl from   Pops: −10%
  •   If some degree of    Materialist, one of the following is true:
    • Scientist expertise is   Psionics
    • Any owned pop is   Psionic
    • Any owned pop is   Latent Psionic
  •    Gestalt Consciousness
Base: 32.5
Modifiers
  • if   Fanatic Spiritualist.
  • if scientist is   Maniacal.
  • if scientist expertise is   Psionics.
  • if any owned pop is   Psionic.
  • 1.25× if any owned pop is   Latent Psionic but no owned pop is   Psionic.
  • 0.5× if not some degree of    Spiritualist.
The mind is in many ways a reflection of the universe itself, a microcosmos. All species may not reach this insight, but their minds are tools greater than any other.
  Psionic Barrier   8000 3   Psionic Barrier
  •    Spiritualist
  •   Psionic Theory
  • Event chain outcome (Dimensional Portal)
These barriers are generated out of pure psychic energy by a cadre of psionic specialists. They will be able to stop some incoming fire, like our Energy deflector systems, but without the prohibitive power consumption.
  Telepathy   12000 3   Psionic Army
  •   Utopia expansion
  •   Psionic Theory
  •    Gestalt Consciousness
Base: 25
Modifiers
  • 1.1× if scientist expertise is   Psionics and level is at least 3.
  • 1.5× if scientist expertise is   Psionics and level is at least 4.
  • if scientist expertise is   Psionics and level is at least 5.
  • if   Spiritualist.
  • if   Fanatic Spiritualist.
  • if scientist is   Maniacal.
  • 0.5× if scientist expertise is not   Psionics.
Once fully adapted to the basics of Psionics, the mind is capable of connecting to other individuals, becoming something greater.
  Precognition Interface   20000 4   Precognitive Interface
  •   Utopia expansion
  •   Telepathy
  •    Gestalt Consciousness
Base: 20
Modifiers
  • 0.5× if scientist expertise is not   Psionics.
  • if scientist expertise is   Psionics.
  • if   Spiritualist.
  • if   Fanatic Spiritualist.
  • if scientist is   Maniacal.
Advances in the field of Psionics suggest the possibility of creating combat computers capable of reading and analysing the impulses of telepathic operatives before they are cognitively processed.
  Psionic Shields   48000 5   Psionic Shields
These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.
  Psi Jump Drives   40000 5   Psi Jump Drive
  •   Utopia expansion
  •   Precognition Interface
  •    Gestalt Consciousness
Base: 2.5
Modifiers
  • 0.1× if none of the following is true:
    • Scientist expertise is   Psionics.
    • Scientist is   Curator.
    • Scientist has   Spark of Genius.
    • Scientist is   Maniacal.
The Psi Jump Drive harnesses the psi energies emitted by the crew to force the vessel through the very fabric of reality, instantly "jumping" vast distances.
Starbases
  Stellar Expansion   5000 2   Starbase Capacity: +2   Is in contact with other empires Base: 75
Modifiers
  • cumulatively if in contact with at least 3, 4 or 5 other empires.
  • 1.25× if scientist expertise is   New Worlds.
Our future lies in the sea of stars.
  Manifest Destiny   20000 4   Starbase Capacity: +2
  •   Stellar Expansion
  •   Is in contact with other empires
Base: 40
Modifiers
  • cumulatively if in contact with at least 3, 4 or 5 other empires.
  • 1.25× if scientist expertise is   New Worlds.
We must have the courage to seize our fate and make true what was always meant to be.
  Interstellar Campaigns   6000 2
  •   Claim influence cost: −10%
  • War exhaustion gain: −10%
  •   Stellar Expansion
  •   Is in contact with other empires
  •    Fanatic Purifiers
  •    Devouring Swarm
  •    Determined Exterminator
Base: 70
Modifiers
  • 1.25× if scientist expertise is   Military Theory.
  • cumulatively if in contact with at least 3, 4 or 5 other empires.
A well-oiled war machine is the key to exerting influence on a galactic scale. Backed by the might of our military, we can lay claim to almost anything we want.
  Galactic Campaigns   16000 4
  •   Claim influence cost: −10%
  • War exhaustion gain: −10%
  •   Interstellar Campaigns
  •   Is in contact with other empires
  •    Fanatic Purifiers
  •    Devouring Swarm
  •    Determined Exterminator
Base: 45
Modifiers
  • 1.25× if scientist expertise is   Military Theory.
  • cumulatively if in contact with at least 3, 4 or 5 other empires.
Further improvements to administration grant an extended power projection across the stars, and the military clout needed to enforce our demands.

Empire management

  Planetary Government   0
  •   Planetary Administration
  •   Administrative Array
  •   Hive Core
  •   Administrative Offices
  •   Uplink Node
  •   Precinct House
  •   Sentinel Posts
  •   Maintenance Depot
Once a colony has been firmly established and pioneers turn into citizens, the need for a strong local government providing stability trumps the colonial need for flexibility.
  Planetary Unification
 Uniform Data Standards
  2000 1
  •   Monthly Unity: +2
  •   Enable Campaign edicts
  •   Enable Peace Festivals edict
  Planetary Government Base: 400
Modifiers
  • 0.75× if not some degree of    Pacifist.
Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.
  Colonial Centralization   5000 2
  •   Planetary Capital
  •   Planetary Processor
  •   Hive Nexus
  •   Hall of Judgment
  Planetary Unification Base: 300
Modifiers
  • 1.25× if scientist expertise is   New Worlds.
Robust frameworks for local governance created on a per-case basis, to meet each colony's needs.
  Galactic Administration   12000 3
  • Civic Slots: +1
  •   System Capital-Complex
  •   Primary Nexus
  Colonial Centralization Base: 200
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
The administrative needs of a star empire are as numerous as they are complex. We will rise to the occasion.
  Subdermal Stimulation   5000 2   Living Standard – Chemical Bliss
  •   Genome Mapping
  •    Gestalt Consciousness
Base: 37.5
Modifiers
  • 1.25× if not some degree of    Egalitarian.
  • 1.25× if scientist expertise is   Biology.
Deep-tissue implants are the latest innovation in the revolutionary overlapping of sensory engineering and entertainment experiences. "Where we're going, we won't need skin to feel!"
  Global Production Strategy   8000 1
  •   Ministry of Production
  •   Resource Processing Center
  •   Holographic Casts
  •   Nano-Circuit Assembly
  •   Colonial Centralization
Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Planets are big and production sites are often separated by vast distances. A coherent strategy for making certain that everyone is pulling in the same direction is often needed.
  Adaptive Bureaucracy
 Positronic CPUs
  2500 1   Administrative Capacity: +5%   Planetary Unification Base: 95
Modifiers
  • 1.5× cumulatively if owns at least 3, 4 or 5 planets.
  • 1.25× if scientist expertise is   Statecraft.
  • 0.5× if owns only one planet.
The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.
  Effective Bureaucracy   4000 2   Administrative Capacity: +5%   Planetary Unification Base: 95
Modifiers
  • 1.5× cumulatively if owns at least 3, 4 or 5 planets.
  • 1.25× if scientist expertise is   Statecraft.
  • 0.5× if owns only one planet.
The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.
  Colonial Bureaucracy   4000 2   Administrative Capacity: +20   Adaptive Bureaucracy Base: 85
Modifiers
  • 1.5× cumulatively if owns least 3, 4 or 5 planets.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if owns only one planet.
Local administrative developments allow for closer supervision of colonial affairs without excessively burdening central decision-making.
  Galactic Bureaucracy   8000 3   Administrative Capacity: +20   Colonial Bureaucracy Base: 65
Modifiers
  • 1.5× cumulatively if owns at least 3, 4 or 5 planets.
  • 1.25× if scientist expertise is   New Worlds.
  • 0.5× if owns only one planet.
Multiple administrative strata efficiently surface only the most vital information to the upper levels of government.
  The Living State   6000 2
  •   +1 Max influence from factions
  •   Deep Space Black Site
  •   Colonial Centralization
  •    Gestalt Consciousness
Base: 70
Modifiers
  • 1.5× cumulatively if owns at least 6, 7 or 8 planets.
  • 1.25× if some degree of   Authoritarian.
  • 1.25× if scientist expertise is   Statecraft.
  • 0.5× if owns fewer than 5 planets.
The Empire lives, the Empire breathes. We may make up its body, but it is not for the left hand to know what the right hand is doing.
  The Collective Self   12000 3
  •   Leader Level Cap: +1
  • Leader Upkeep: −10%
  •   Colonial Centralization
  •    Gestalt Consciousness
Base: 50
Modifiers
  • 1.5× cumulatively if owns at least 9, 10 or 11 planets.
  • 1.5× if some degree of   Authoritarian.
  • 1.25× if scientist expertise is   Statecraft.
  • 0.5× if owns fewer than 7 planets.
Finding aspects of the self within the group is natural and inevitable; eventually those shared aspects must be valued higher than individual identities.
  Autonomous Agents   6000 2   Monthly Influence: +1
  •   Colonial Centralization
  •   Gestalt Consciousness
Base: 70
Modifiers
  • 1.5× cumulatively if owns at least 6, 7 or 8 planets.
  • 1.5× if some degree of   Authoritarian.
  • 1.25× if scientist expertise is   Statecraft.
  • 0.5× if owns fewer than 5 planets.
Semi-independent units have proved critical to the success of the greater whole.
  Embodied Dynamism   6000 3
  •   Leader Level Cap: +1
  • Leader Upkeep: −10%
  •   Autonomous Agents
  •   Gestalt Consciousness
Base: 50
Modifiers
  • 1.5× cumulatively if owns at least 9, 10 or 11 planets.
  • 1.25× if scientist expertise is   Statecraft.
  • 0.5× if owns fewer than 7 planets.
Initiative and some measure of ambition must be promoted in our autonomous leader units, while still making certain that they do not stray too far from the directives of the core intelligence.
  Neural Implants   3000 1
  •   Slave Army
  •   Slave Processing Facility
  •   Has enslaved pops
  •    Slavery – Prohibited
  •    Gestalt Consciousness
Base: 90
Modifiers
  • 1.5× if has at least 10 enslaved pops.
  • cumulatively if has at least 20 or 30 enslaved pops.
  • 1.25× if scientist expertise is   Statecraft.
Cognition is little but the processing of sensory input. It can be altered. Free will is nothing more than a sensory illusion.

Social engineering

  Artificial Moral Codes   6000 2
  •   Crime: −15%
  •   Amenities: +5%
   Gestalt Consciousness Base: 105
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
It is circumstance that dictates what is moral. Define the circumstances, and ethics is like clay in your hands.
  Synthetic Thought Patterns   12000 3   Resources from   Jobs: +5%
  •   Artificial Moral Codes
  •    Gestalt Consciousness
Base: 75
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Thinking outside the box merely places you into another, somewhat larger box.
  Unity of Purpose   6000 2
  •   Deviancy: −15%
  •   Amenities: +5%
  Gestalt Consciousness Base: 105
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
The purpose of one is the purpose of all. Together, we are greater than the sum of our parts.
  Collective Production Methods   12000 3   Resources from   Jobs: +10%   Hive Mind Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Together, we build the future.
  Resource Processing Algorithms   8000 3   Resources from   Jobs: +10%   Machine Intelligence Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Efficiency in all things.

Amenities

  Holo-Entertainment   0   Holo-Theatres    Gestalt Consciousness The latest in holographic entertainment. Entire worlds built out of photons and energy fields.
  Hyper-Entertainment Forum   3000 1   Hyper-Entertainment Forums
  • Holo-Entertainment
  •    Gestalt Consciousness
Base: 90
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
These massive entertainment complexes is where dreams come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!
  Idyllic Architecture   8000 3
  •   Organic Paradise
  •   Luxury Residences
  •   Paradise Dome
  •   Utopian Communal Housing
  •   Weather Control Systems
  •   If   Gestalt Consciousness, is   Rogue Servitor
  •   Access to   Rare Crystals via tech or the galactic market
Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
With the latest advances in architecture, landscaping and holographic technology, we shall build the homes of the future.

Unity

  Sociocultural History   0
  •   Autochthon Monument
  •   Temple
  •   Simulation Site
  •   Corporate Culture Site
   Hive Mind An understanding of a shared past is necessary in order to make any significant strides into the future.
  Heritage Sites
 Focus-Tested Management
 Planetary Communications
  3000 1
  •   Heritage Site
  •   Simulation Center
  •   Business Management Nexus
  •   Sociocultural History
  •   Access to   Rare Crystals via tech or the galactic market
  •  Any degree of    Spiritualist
  •    Rogue Servitor
Base: 90
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Physical reminders of how far we have come both instill a reverence for past achievements and bolster ambitions for the future.

Called "Focus-Tested Management" for corporations and "Planetary Communications" for Machine Intelligence.

  Local Hypercommunication
 Post-Relativistic Synergizing
  8000 3
  •   Hypercomms Forum
  •   Simulation Complex
  •   Synergy Forum
  •   Heritage Sites
  •  Any degree of   fanatic spiritualist  Spiritualist
  •    Rogue Servitor
Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Not all research into faster-than-light communication channels produces useful results, but some outcomes may find new purpose in bringing our people together.
  Automated Curation Algorithms
 Vault of Acquisitions
 Alpha Hub
  8000 3   Auto-Curating Vault
  •   Administrative AI
  •   Colonial Centralization
  •   Is some degree of   Spiritualist
  •    Rogue Servitor
Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Continuous, asynchronous analysis of disparate data sets allows for the accurate modeling of hitherto-unpredictable fluctuations in social currents.
  Holographic Rituals   5000 2   Holotemple
  •   Sociocultural History
  • Some degree of    Spiritualist
  •   Access to   Rare Crystals via tech or the galactic market
Base: 95
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Seeing is believing, and belief begets reality.
  Consecration Fields   10000 3   Sacred Nexus
  •   Colonial Centralization
  •   Holographic Rituals
  • Some degree of    Spiritualist
Base: 60
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Through our understanding of physics and field manipulation, our holy places shall we seen and felt by all.
  Metacognitive Faith   20000 4   Citadel of Faith
  •   Holographic Rituals
  •   Colonial Centralization
  • Some degree of    Spiritualist
Base: 40
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Leaving our planetary cradle has opened us up to a new understanding of faith, and its place in a wider context.
  Synaptic Structures   0   Synaptic Nodes   Hive Mind Through the development of macroscopic synaptic nodes, the will of the Hive will be strengthened.
  Clustered Synapses   5000 2   Synaptic Clusters   Synaptic Structures Base: 75
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
By clustering networks of macroscopic synaptic nodes, maximum meganeuron transmission per available surface area can be attained.
  Confluence of Thought   10000 3   Confluence of Thought   Clustered Synapses Base: 60
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
The will of the Hive will be further strengthened and coordinated with the expansion and development of a massive nervous center of meganeurons.
Ascension perks
  Ascension Theory   40000 5
Base: 12.5
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • 0.5× if none of the following are true:
    • Empire has the "Curator Insight" modifier.
    • Scientist expertise is   Statecraft.
    • Scientist is   Curator.
Our history is a repeating cycle of dramatic technological, political, and cultural leaps; these leaps are often preceded by periods of upheaval and followed by times of relative stability. By identifying the core, recurring premises of these leaps, we may be able to effectively short-circuit the cycle for our own benefit.

World designations

  Penal Colonies   8000 3   Create Penal Colony decision
  •   Artificial Moral Codes
  •    Gestalt Consciousness
  •   Owns at least 2 planets
Base: 32.5
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • if    Authoritarian.
  • 0.25× if neither of the following is true:
    • Scientist expertise is   Statecraft.
    • Scientist is   Curator.
Through the development of special penal worlds, criminals can be rehabilitated through honest, hard labor. Some may be in need of permanent rehabilitation.
  Resort Worlds   8000 3   Create Resort World decision
  •   Artificial Moral Codes
  •    Gestalt Consciousness
  •   Owns at least 2 planets
Base: 32.5
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • 0.25× if neither of the following is true:
    • Scientist expertise is   Statecraft.
    • Scientist is   Curator.
With careful study devoted to landscaping, climate control, and the science of fun, construction of entire worlds dedicated to leisure can be made possible.
  Thrall-Worlds   6000 2   Create Thrall-World decision
  •   Neural Implants
  •   Owns at least 2 planets
  •   Has enslaved pops
  •    Slavery – Prohibited
  •    Gestalt Consciousness
Base: 35
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • 0.25× if neither of the following is true:
    • Scientist expertise is   Statecraft.
    • Scientist is   Curator.
Through the creation of special slave-breeding worlds, we can ensure that we will always have a steady supply of disposable laborers.

Housing

  Agrarian Utopias   8000 3   Agriculture District Housing: +1   Agrarian Idyll Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
Through the establishment of weather-controlled rural communes, we can support a larger population without disrupting our agrarian way of life.
  Xeno Diplomacy   5000 2
  •   Diplomatic Weight: +10%
  •   Embassy Complex
  •   Colonial Centralization
  •    Gestalt Consciousness
Base: 85
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • 1.25× if   Xenophile.
  • if   Fanatic Xenophile.
  • if a member of the Galactic Community.
  • 0.01× if   Inward Perfection.
Advancing our understanding of interactions with - and manipulations of - the xeno is a necessary step in forming more permanent interstellar alliances.
  Xeno Relations   10000 3
  •   Diplomatic Weight: +10%
  •   Grand Embassy Complex
  •   Galactic Administration
  •   Xeno Diplomacy
  •    Gestalt Consciousness
Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
  • 1.25× if   Xenophile.
  • if   Fanatic Xenophile.
  • if a member of the Galactic Community.
  • 0.01× if   Inward Perfection.
The complexities of interstellar diplomacy necessitate the forming of bonds with foreign powers in order to further one's goals.
  Divine Stimulus   48000 5   Colossus: Divine Enforcer
  •   Apocalypse expansion
  •   Colossi
  •   Has completed the Colossus Project
  •   Is some degree of   Spiritualist
  •   Either:
    •   Mind over Matter ascension perk
    •   Telepathy and   Utopia expansion is not active
Base: 10
Modifiers
  • 0.2× if none of the following is true:
    • Scientist expertise is   Psionics.
    • Scientist is   Curator.
    • Scientist is   Maniacal.
An arcane catalyst amplifying certain psionic wavelengths, capable of inducing hallucinations (religious experiences) in biological brains, and severe disruption (brain death) in electronic ones.
  Gargantuan Evolution   8000 1   +5% Energy credits   Event chain outcome (Gargantuan Evolution) Voidspawn eggs have evolved to withstand the harsh conditions of space by absorbing and conserving energy from their nearest star.
  Neural Tissue Engineering   20000 4
  •   Leader Experience Gain: +25%
  •   Leader Level Cap: +1
  Event chain outcome (Marvels of Medicine) When tailored to a species' genome, this form of tissue engineering has intensive neuroregenerative properties, significantly increasing the development of neurons, axons, and synapses in its recipient.
  Doctrine: Strange Loop   4000 3   Event chain outcome (Horizon Signal) A set of social protocols based on paradoxical intuition, and on love. When we know the System of the Loop, we learn that we can influence by receiving instructions, as well as giving them.
  Xeno Outreach Agencies   8000 3   Branch Office building: Xeno-Outreach Agency   Corporate authority Base: 65
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space.
  Executive Leisure Program   8000 3   Branch Office building: Executive Retreat   Corporate authority Base: 45
Modifiers
  • 1.25× if scientist expertise is   Statecraft.
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
  Strategic Coordination Center   48000 5   Strategic Coordination Center
  •   MegaCorp expansion
  •   Mega-Engineering
Base: 5
Modifiers
  • 0.5× if some degree of    Pacifist.
  • if some degree of    Militarist.
  • if scientist is   Maniacal.
  • if scientist has   Spark of Genius.
  • with   Galactic Wonders ascension perk.
  • with   Master Builders ascension perk.
  • with   Eternal Vigilance ascension perk.
A facility synchronizing the national Starbase network, augmenting defensive and offensive capabilities.
  Interstellar Assembly   48000 5   Interstellar Assembly
  •   MegaCorp expansion
  •   Mega-Engineering
Base: 5
Modifiers
  • 0.5× if some degree of    Xenophobe.
  • if some degree of    Xenophile.
  • if scientist is   Maniacal.
  • if scientist has   Spark of Genius.
  • with   Galactic Wonders ascension perk.
  • with   Master Builders ascension perk.
A meeting place for galactic powers, increasing immigration attraction and global opinion of us.
  Mega Art Installation   48000 5   Mega Art Installation
  •   MegaCorp expansion
  •   Mega-Engineering
Base: 5
Modifiers
  • 0.5× if some degree of    Militarist.
  • if some degree of    Pacifist.
  • if scientist is   Maniacal.
  • if scientist has   Spark of Genius.
  • with   Galactic Wonders ascension perk.
  • with   Master Builders ascension perk.
  • with   One Vision ascension perk.
An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators.
  Mega Shipyard   48000 5   Mega Shipyard
  •   Federations expansion
  •   Mega-Engineering
Base: 5
Modifiers
  • 0.5× if some degree of    Pacifist.
  • if some degree of    Militarist.
  • if scientist is   Maniacal.
  • if scientist has   Spark of Genius.
  • with   Galactic Wonders ascension perk.[4]
  • with   Master Builders ascension perk.
  • with   One Vision ascension perk.
A zero-G construction yard of overwhelming proportion, capable of performing several space ship assembly projects simultaneously.

Repeatable techs

  Transgenic Crops   50000 5   Food from   Jobs: +5%   Gene Crops Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
Transgenic crops offer the nutritional elements of several standard food crops in one convenient package.
  Administrative Efficiency   50000 5   Administrative Capacity: +15   Galactic Bureaucracy Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
Restructuring the managerial web linking core worlds to the capital can help alleviate the administrative stressors and information chokepoints that frequently arise within a budding empire.
  Proclamation Broadcasts   50000 5   Edict Duration: +10%   Artificial Moral Codes Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
More aggressive information campaigns improve the populace's receptiveness to Edicts.
  Aggressive Conditioning   50000 5   Army Damage: +10%   Combat Training Base: 12.5
Modifiers
  • 0.01× if researching another repeatable tech.
Iterating on the standard conditioning regimen for ground troops has proven to make them more effective in direct combat.
  Nerve Dampeners   50000 5   Army Health: +10%   Combat Training Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
Careful tuning of pain receptors allow soldiers to fight through what would previously have been debilitating injuries.
  Cell Revitalization   20000 5   Leader Lifespan: +5 Years   Vitality Boosters Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
Regimens of periodic cell revitalization treatments keep the leader class spry and active beyond traditionally expected lifespans.
  Fleet Management Procedures   50000 5   Naval Capacity: +20   Doctrine: Fleet Liasions Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
Improved fleet management procedures will free up the resources needed to maintain a bigger fleet.
  Admiralty Support Staff   50000 5   Fleet Command Limit: +10   Doctrine: Armada Battle Formation Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
Improving the support staff available to our admirals will increase the number of ships they can command in a single fleet.
  Interstellar Expansion   50000 5   Starbase Capacity: +1   Stellar Expansion Base: 12.5
Modifiers
  • 0.01× if another repeatable tech was drawn.
The immense logistical support networks needed to maintain an upgraded Starbase can be further improved, allowing us to support more of these stations.
Ship modules
  Regenerative Hull Tissue   10000 3   Regenerative Hull Tissue   Debris analysis outcome (Tiyanki or Space Amoeba) A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials.
  Amoeba Breeding Program   5000 2   Amoeba Flagella   Debris analysis outcome (Space amoeba) By breeding Space Amoebas in captivity, we can program their symbiotic flagella to act as organic strike craft for our navy.
  Swarm Spawning Pools   48000 5   Swarm Strikers   Debris analysis outcome (Prethoryn Scourge) Collecting specimens from defeated Prethoryn enables us to clone and genetically program a war-brood of our own.
  Scourge Missiles   48000 5   Scourge Missile   Debris analysis outcome (Prethoryn Scourge) By analyzing the biological weaponry employed by the Swarm we can create self-propelled projectiles weapons spreading the very same horrific destruction.
  Frequency Tuning   3000 1   Energy Siphon   Debris analysis outcome (Tiyanki) Adapting the Tiyanki method of siphoning energy from gaseous matter, it is possible to construct weapons draining energy from enemy ships.

Strategic resources

  Zro Distillation   10000 3     Zro
  •   Psionic Theory
  •   Subspace Sensors
Base: 60
Modifiers
  • 10× if scientist expertise is   Psionics.
  • 0.1× if neither of the following are true:
    • Scientist expertise is   Psionics.
    • Scientist is   Curator.
An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psonically-gifted individuals, Zro acts as a very potent (and addictive) drug that enhances Psi abilities.
Armies
  Gene Banks   6000 2   Clone Army
  •   Cloning
  •   If   Machine Intelligence, is   Driven Assimilator
Base: 35
Modifiers
  • 1.25× if   Hive Mind.
  • 1.5× if scientist level is 5 or higher.
  • 0.75× if scientist level is 1 or lower.
  • 0.2× if none of the following is true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
    • Scientist is   Spark of Genius.
Gene Banks filter and curate available genomes for deployment in clones.
  Gene Seed Purification   16000 4   Gene Warrior Army
  •   Utopia expansion
  •   Gene Tailoring
  •    Machine Intelligence
Base: 45
Modifiers
  • 1.25× if   Hive Mind.
  • 1.25× if   Militarist.
  • 1.5× if   Fanatic Militarist.
  • 1.25× if scientist is   Spark of Genius.
  • 1.5× if scientist level is at least 5.
  • 0.75× if scientist level is 3 or less.
  • 0.1× if neither of the following is true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits.
  Morphogenetic Field Mastery   16000 4   Xenomorph Army
  •   Epigenetic Triggers
  •    Machine Intelligence
Base: 22.5
Modifiers
  • 1.25× if   Hive Mind.
  • 1.25× if   Militarist.
  • 1.5× if   Fanatic Militarist.
  • 1.25× if scientist is   Maniacal.
  • 1.25× if scientist has   Spark of Genius.
  • 1.5× if scientist level is at least 5.
  • 0.75× if scientist level is 2 or less.
  • 0.2× if neither of the following is true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
From its cradle as a purely pharmaceutical venture, advancements in our understanding of the morphogenetic field allow for direct, subconscious interfaces with organic units.
  Adaptive Combat Algorithms   5000 2   Battle Frame Army   Machine Intelligence Base: 112.5
Modifiers
  • 1.25× if scientist expertise is   Military Theory.
Organics often fight using illogical and unpredictable tactics that can be difficult to effectively counter. Adaptive tactics and new, more maneuverable warforms should provide a decisive advantage.
  Biomechanics   20000 4   Mega-Warform
  •   Adaptive Combat Algorithms
  •   Machine Intelligence
Base: 40
Modifiers
  • 1.5× if scientist level is at least 5.
  • 1.25× if scientist has   spark of genius.
  • 0.75× if scientist level is 3 or less.
  • 0.1× if neither of the following are true:
    • Scientist expertise is   Biology.
    • Scientist is   Curator.
Millions of years of organic evolution will sometimes, through sheer persistence, produce elegant solutions that can also be applied to machine designs.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 This doesn't take account of the uncapped agriculture districts on Hive Worlds. Bug report
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 This means either:
    •   Machine Intelligence, unless   Rogue Servitor or   Driven Assimilator
    • Primary species is   Lithoid, unless either:
      •   Syncretic Evolution origin with non-Lithoid servile species
      •   Tree of Life origin
  3. Can remove beneficial traits, add detrimental traits, and alter pop appearance.
  4. Requires   MegaCorp expansion. Bug report
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