Adaptability
- -10% Pop Housing Usage (if …) Only if: not Wilderness
- -10% Building Time (if …) Only if: Wilderness
Unlocks agenda: Conquer Nature
- -15% District and Building Volatile Motes Upkeep
- -15% District and Building Exotic Gases Upkeep
- -15% District and Building Rare Crystals Upkeep
- -15% District and Building Volatile Motes Cost
- -15% District and Building Exotic Gases Cost
- -15% District and Building Rare Crystals Cost
Building and District Rare Crystals Exotic Gases Volatile Motes Strategic Resource Cost and Upkeep reduced by -15%.
Reusing what has become obsolete gives us more to build with in the future.
- -25% Orbital Bombardment Damage
- +25% Defense Army Damage
1 other variant
- Survival of the Fittest — if Nomadic
By coming into contact with other species, we have learned the true importance of overcoming our weaknesses in the great struggle for survival.
- +10% Habitability
By adapting to different environments we have learned to evolve and adapt faster.
- +1 Max Districts (Non-artificial planets only)
1 other variant
- Adaptive Architecture — if Void Dweller origin or Nomadic
The highest function of ecology is the understanding of consequences.
- -50% Resettlement Cost
- +25% Automatic Resettlement Chance
3 other variants
- Emigration Program — if Egalitarian
- Appropriation — if Wilderness
- Appropriation — if Nomadic
Land that is not being worked contributes nothing to our empire. Workers must be relocated in an efficient manner to those planets where they are needed most.
- +1 Ascension Perks
Increases Colony Designation Bonuses for all colony types.