
Sowers " Soil Healers": +25 on sterile, +2 on planets with reduced anomalies.Sefaloros " Workspace Oddity": +25 per Anomaly on Systems.Pilgrims " Anomalous Science": +5 per Anomaly.Besides working on Sanctuaried planets, this also works on all of your Crescents - they're all "Cold". Galvran " Cryo Mining": +20 on Cold Planets, +25% Strategic Resource income.Galvran " Mines over Matter": +40 on planets with Strategic Resources.Amblyr " Profitable Exploitations": +40 on planets with Strategic Resources.As a rule, it seems that traits which provide boosts do not work on sanctuaries, but the others do. Quite a few assimilation traits work on planets with sanctuaries. Not nearly as impactful as the Tikanan law, but anything helps. Yuusho " Mud Stompers": -10% cost per Troops on Ground Battles.This assimilation trait will essentially solve this problem during the early game. Tikanan " Infinite Soldiers": +100 income on Empire.The UC has severe problems (probably an order-of-magnitude worse than everyone else), due to three reasons: a severe, inherent malus they're given (-75% growth), a very high demand (to stock the of each Sanctuary, wherein each single sanctuaried planet costs 200 ), and also because they have extremely low growth for a large part of the game. Kalmat " Twitch Infiltrators": +10% Hacking speed.Kalmat " Evolutionary Algorithms": -10% Bandwidth costs.Both of the boosts they give are quite desirable to the UC, especially the hacking-speed one, because if you get enough hacking speed, it's possible to beat traces on shorter routes, which means the overall speedup (by simply being allowed to use the shorter route at all) ends up often being a factor-of-two rather than the actual speed boost the trait gives. There's only one hacking-related minor faction. Pulsos " Thinkers and Tinkers I": +1 on Systems per Curiosity Discovered on Empire.


Eyder " Relic Peddlers": +5 on Systems per Curiosity Discovered on Empire.The UC are extremely good curiosity explorers, because not only do they have some of the best explorer ships (for that purpose) in the game, but they also are able to freely enter enemy space and explore their systems without getting shot at. There are a few of these that are quite noteworthy because either they're something whose "per planet" modifier works on your Sanctuaries, or because they're particularly useful for the UC's own design. (TBD: what/how much?)Īs noted above, when you do assimilate a minor faction, you will gain its assimilation trait, even though the faction is otherwise "deleted". If your Nexus is fully converted already, excess abducted Sleepers are converted directly into resources. These pops consume twice as much food, but produce twice the FIDSI. In either case, if you have Umbral Choir pops in Sanctuaries on the system, you can dismiss the Hack/Conquer dialog, convert the sanctuary pops into Sleepers, and then immediately abduct them via the Hack/Conquer dialog there's no need to manually settle Sleepers on a system in advance.Ībducted Sleepers transform your Nexus's Umbral Choir pops, one-for-one, into special Umbral Shadow pops (so there is no need to keep pop slots open on your home system). Conquer a system with Sleepers in it the middle "Pillage" option is replaced by "Abduct" for you, which steals all the Sleepers in the system.Hack a system with Sleepers in it one of the hack results steals a single Sleeper from the system.Start with the Planetary Landscaping technology researched. Start with the Xenobiology technology researched. (Because the UC can only develop their home system, developments are a one time cost) +100% System Development Luxury cost on Empire (The population gives enough, especially when boosted, to offset this penalty) 5% Maximum penalty per system above Overcolonization limit.

+100% Overcolonization Penalties on Empire 50% Star System Trade Value on Empire(Note that this is to offset the immense bonus they get from automatically having a subsidiary on all sanctuaries) 75% to Manpower conversion rate on systems. Umbral Choir are immune to influence conversion, however their ships can be attacked in Cold War even when on their Home System. Possesses a hidden home system, located on a special node, that can be migrated to another special node for a cost.Ĭannot colonize Systems in the normal manner, but is able to place hidden Sanctuaries on planets.Ĭan abduct sleeper agents from enemy populations to bring them back to the Home System as enhanced populations.
