Transcription
This is our time, our rage. We are the future of the human race. You and me, son. This world could be ours.
In this video, we're going to look at the brand new genetic ascension path, Biomorphosis, which was introduced with Solaris Biogenesis. This path comes with three distinct options: purity, mutation, and cloning. And when you finally ascend, it gives you access to the unique advanced government authorities that further improve your empire. We've got a lot to cover, so without any further ado, let's dive in.
In order to biologically ascend, you will first have to start, just like with any other ascension path, by taking three traditions and unlocking your third ascension perk slot. You can then take the biomorphs ascension perk. This will start the biomorphosis situation and unlock the biomorphosis agenda.
Step one in the biomorphosis situation, which is very similar to the synthetic and cybernetic situations, you are biomorphing your civilization rather than cyberizing or syntheticizing your civilization. You need to pick one of the three paths. Don't worry, at this stage, picking a path doesn't lock you into a final tradition. However, the choices you make are still very important because the final tradition tree you get is modular. Three of the five tradition choices will be decided during this situation. We can either go down the paths of purity, cloning, or mutation.
If we pick purity, our first flexible tradition is set to optimized neurology. That's going to boost our leader starting traits by one so they have more traits. give us plus one effective leader skill level and reduce our leader starting age by 25% which in essence means they will live longer. We'll also get a boost of 10% pop growth speed for every 100 genomic workers we have on a planet.
If we pick cloning, the first flexible tradition is genomic growth. This is going to increase monthly organic pop growth further. You're going to get plus one pop growth every 100 researchers. That is a flat plus one. generally much better than just 10%. You'll also get a reduction in pop upkeep and amenities uses of 10% a piece.
Finally, if we pick mutation at this first crossroads, we will get access to environmental integration. This replaces the habitability on your species with mutagenic habitability, which allows your pops to automod their habitability preference based on the world they are living on. This is very, very good if you get it early on in the game and you haven't terraformed all of the worlds around you with a different habitability type or unlock ways of living on tomb worlds. On top of that, species which have mutagenic habitability can actually reach 200% habitability, which will grant them at that top end 25% more job efficiency and a reduction of 25% to pop housing usage and pop amenities. If you're able to stack habitability, this is an absolutely fantastic trait and possibly the best choice of these three early choices. On top of that, we'll also be increasing our habitability on planets by 10% with genomic research facilities.
Once you pick an initial path, in this case, I went for mutation and that lovely mutagenic habitability, you'll then notice that the situation is not moving forwards. That is because you need to build a genomic research facility on one of your planets.
When the situation reaches stage two, you'll have hit a tipping point. Again, you can choose whether during this stage you're going to focus on purity, cloning, or mutation. Bear in mind that in order to pick purity, cloning, or mutation as a tradition at the end of this, you will need to focus on that at least once during the three stages of this situation. This decision will unlock our second flexible tradition. And it will also give us, if we haven't already researched it, a 33% progress in gene tailoring. We'll get to why that's important in just a minute.
If we go with purity, we'll get access to heightened attributes. We'll get job efficiency increased by 5% per medical building tier and 15% from genomic research facility. That is very good. Job efficiency is much much better than output from jobs because it is stacked multiplicatively with your job outputs. So this is very very strong. On top of that, you also get minus 10% empire size from pops. And if we pick the purity option, we'll get a 10% boost to pop growth speed per 100 genomic researchers on a planet.
Choosing cloning gives us access to artificial population. That will give us again lots of job efficiency from our medical buildings and genomic research facilities. We'll also get a reasonable reduction to crime for every 100 genomic researchers and a big boost to governing ethics attraction. Taking this one also gives us an increase to monthly organic hop growth per 100 genomic researchers of plus one.
Mutation has access to somatic subversiveness which honestly I think would go best with a purity tradition tree because this is all about buffing your leaders. You're going to get a 10% boost to experience gain and lifespan for your leaders on top of the efficiency gains for genomic buildings. And then on top of that, you'll get 10% more habitability from genomic research facilities. Plus, you'll get an extra 100 pops with automoding traits optimized per month by your genomic research facilities.
In this case, I'm going to grab the cloning option. But now, you'll notice that you are entirely stuck again. If you don't have the gene tailoring technology, this situation cannot progress beyond stage two. We did get access to gene tailoring plus 33% of it completed already by choosing an option in stage two. So, if you haven't already researched it, it shouldn't take you that long.
Like cyberization and synthesization, as you go through the biomorphosis situation, special events will pop up that will give you some modifiers and changes. Most of these are temporary and as far as I can tell, they have absolutely no impact on the overall tradition you will take afterwards and your government going forwards. They're just flavor as the situation unfolds.
When we reach stage three, we now need to select our final variable tradition choice. If we pick purity, we'll get imperfection remediation, which means that we can integrate more subspecies pops every month by an extra 50. Subspecies integration is a cheaper way of changing a species from one subspecies with one set of traits to another without having to spend resources on it or do the special project. The thing you're sacrificing here is time. On top of that, we'll also get an increase to pop growth speed of 10% extra for every 100 genomic researchers. Personally, I think this is currently the weakest option of the three at this stage because if we pick cloning, we're going to get biochemical composure, which gives us access to backup clones. What do backup clones do? Well, they're very, very exciting, ladies and gentlemen. Your new leaders will start with the backup clone trait. Your leaders may also gain the backup clone trait when they level up. Leaders with backup clone can avoid death. Yes, when they finally die of old age, they will transfer to a backup clone. I don't know if their brain transfers or if they just turn the new clone on and it has all of their memories. I honestly can't say, and it's kind of terrifying. Don't think about it too much. But basically, when your leaders die, they will be replaced with a backup clone. However, the backup clone may sometimes have some genetic drift, and if they die without this trait, then they won't be replaced again. It does, however, mean if you've got a highle leader with lots of great skills, you won't have to lose them. I absolutely love this trait.
Additionally, because we already took genomic research cloning one, if we take the cloning option again, that modifier will be removed and instead replaced with the genomic research cloning 2 modifier, that still grants us plus one monthly organic pop growth per 100 genomic researchers, which is a lot, but also plus 300 amenities per 100 genomic researchers as an extra buff.
If we go down mutation for the final flexible tradition, we'll get access to nucleotide isolation. This gives us access to the leviathan traits for species modification. They are dreced, voidling, and polylic. And we'll also gain access to bioadaptability, social pherommones, and limited regeneration. All very nice, tasty traits that are relatively cheap and would go quite nicely on your species. We'll also be replacing genomic research mutation one with mutation two.
If we pick purity at this stage because we've already picked cloning and mutation once, we could then at the very end choose to adopt the purity tradition overall. As long as you've picked the option once, you can choose that as your overall tradition right at the very end. For now though, I'm going to go with cloning. So, my leaders will live for a lot longer.
There is actually no level three for genomic research. If you pick the same flexible tradition each time, let's say you always pick the cloning option, you'll only ever get up to level two, meaning you're missing out on some benefits to your genomic researchers. So, this means it is probably always best to mix and match a little bit amongst the different variable tradition choices, at least picking one option from another tree. And if you're enjoying this video, please mutate the purity of that cloned like button.
At the end of the biomorphosis situation, we then pick which tradition we actually want overall because I never picked a purity approach at any stage. I cannot adopt the purity tree. However, I can adopt the cloning or mutation trees. Let's start by taking a look at the cloning tree. As you can see here, my three variable traditions are all included in this tradition tree. We also with cloning get access to the agenda replication initiative. The replication initiative is truly kind of bonkers in terms of pop growth on your worlds. This is an agenda that is unlocked through the cloning tradition and you'll get 25% monthly organic pop growth multiplier at the start and then when you launch it plus 100%. and our clone vats will produce an additional 1.5 monthly organic pop growth with a small corresponding upkeep increase. When we fully adopt all traditions, our clone vat limit per building tier goes up by plus one. So, we can get a lot of clone vats on bigger planets. That is really good. And we also get access to the cloning authorities. Those are the advanced authority types that come with every biological ascension tree.
Let's now dive into what the traditions here actually do. So, we have evolutionary extrapolation and cloning. This means medical workers all become genomic researchers. And it allows the assimilation of pops into or out of a hive mind. Your clone vat upkeep goes down by 50% which is quite good. Means you won't need as many farmers, thank god. And your research feed in biology goes up by 15%. That's kind of neither here nor there.
Sumatic synthesization unlocks the perfected clone army. They are a better version of the regular clone armies. We can also remove pop growth organic species traits and we get access to advanced organic species traits that can be added or removed with species modification. We can also alter pop appearance with species modification. and then we'll get plus four organic species modification points and two more trait picks alongside a reduction to the modify species special project cost. The remaining tradition picks here are the picks that I chose earlier when I was picking the variable tradition choices.
So, let's put that all together for cloning. If we have a maximum level capital, a system capital complex, we can put down four cloning vats, each of which add three monthly organic pop growth. The genomic research center also is going to be giving us additional pop growth speed and pop growth every month. Altogether, that's giving us an estimated growth of about 40 here, which means we're getting 100 pops roughly every 2 and 1/2 months on just a single planet. That is bonkers levels of pop growth. The cloning tradition is very much all about getting high pop growth and keeping your leaders alive with backup clones. As long as you pick the right variable tradition option in your third choice.
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By fully unlocking this tradition tree, we've now gained access to the advanced governments. Let's dive in and look at what the advanced governments look like for a clone species. When we do this, because we picked biochemical composure earlier, it actually improves because it meshes very nicely with the cloning tradition. Our leaders will now always start with a backup clone rather than getting a choice. And they periodically regain the backup clone trait, which is important because you don't want them to die again. The backup clone trait will provide additional effects as well.
Jumping into reformed government, we can look at what these advanced authorities do. So the replicator association is the commercial advanced authority. Your unity upkeep from your organic leaders will be replaced with trade. This gives you a small boost to unity, but overall it's not that big. Your leaders can also have backup clones, of course, and you'll get an increase to trade from jobs from clone vats by 10%. Don't forget, we can stack multiple clone vats depending on how leveled up our capital is. We'll also get a small amount of amenities from those clone vats. And of course, you'll gain access to the replicant insurance policy. Replicant insurance is basically making sure that board members and other key personnel have access to a clone of themselves in case of harm or serious injury or even death. That's a key part of their compensation for working for your great mega corp.
Stellar insurance means that your leaders have an increased energy credit upkeep, but the backup clones have reduced degradation. What is degradation, I hear you ask? Well, backup clones is really fun. I love how in-depth this is. I just need to stop for a moment and say I love how in-depth the backup clone thing is. It's It's so great. The risk of cellular and cognitive decline increases with each successive clone. Degradation gives penalties to leader lifespan, experience gain, and effective leader skill level. So, the more you get cloned, the more likely you are to have genetic drift from the original and be something of a degenerate mutant, I guess, is what's being said here. We could also get platinum insurance. That means only our counselors have the very best, and that means only counselors pay the extra insurance costs. Or we could just have basic insurance, meaning only the leader gets that reduced degradation.
Let's quickly check out what degradation looks like. Here is the grave administrator, Doctor Who. And Doctor Who has sadly just died. But what is this? Doctor Who has come back from the dead. He's possibly regenerated. They come back at the same level with the same traits, but also in this case, we have the clone leader trait. This is the reduced version of degradation, granting minus one effective leader skill level, minus 12 and a half% leader lifespan, and minus 2% leader experience gain. Overall, not terrible, but not great either. And hopefully as time goes on, Doctor Who will get their hands on another backup clone. So, if they die, they'll come back again. Possibly a little bit more degraded, though. It's important to note that backup clone is actually a really good trait in its own right because it grants you plus two effective leader skill level. Meaning this level three admiral is actually operating as if it was level five.
If you're a hive mind and you go down the cloning path, you get access to replicating horde. Your leaders will get backup clones and clone degradation is reduced by rudimentary node culling. You'll get a monthly organic pop growth multiplier of plus 15%. A reduction of empire size effect by minus 33%. That's 8% higher than the normal. A small increase to leader upkeep, which isn't great, but then you get a nice plus one research alternatives.
Let's say you really enjoyed the Foundation television show and you just want to play as the genetic dynasty. Well, with hereditary continuity, you can do just that. Introducing Empress Doctor Who or maybe Cleon the First. I suppose this one means all leaders can have backup clones and the Imperial clone trait cannot increase in penalties. Other clones, their penalties can go up. You can get more genetic drift. Every time your leader dies, they will be replaced with a clone, making them functionally immortal if a little bit degraded. You'll also get plus five effective ruler skill which you can combine with philosopher king to grant you a base effective ruler skill bonus of plus 10 and alongside backup clone that actually equals plus 12. And I I do really need to show you this. They will come back every time. It is a proper genetic dynasty. Ladies and gentlemen, I'd like to introduce you to Empress Doctor Who the 16th or Cleon the 16th, whatever you want to call them. And yes, yes, it's working.
Homogeneous submission is the dictatorial advanced authority. Again, you can have backup clones and you get access to the genome tailoring policies. You'll get plus 10 stability and plus 100% authoritarian ethics attraction alongside 25% more ruler experience gain. The genome tailoring policy is basically all about backup clones. Again, you can either choose to have your scientists, officials, or commanders tailored. that will cost you two society research upkeep per leader of that category. They will get reduced degradation and get an increase to experience gain.
Oligarchic gives you plus three unity from elites, though I believe this is for every 100 elites. And if you pick this one, the backup clone trait will give you additional effects for counselors. You're centralizing the resources to your counselors basically here. They will get reduced degradation while on the council as well. This trait grants 5% monthly physics society and engineering research for scientists, 15% monthly trade for officials, and 5% naval capacity for your commanders.
Last, we have the coordant multiplicity. Again, you can get backup clones, but this is all about democratizing power. Clone leaders get a 25% upkeep and they all have reduced degradation. Though, your clone leaders cannot have backup clones. Once you've been cloned once, we're not going to clone you again, no matter how important you think you are. You'll also get a reduction to empire size from pops of 15% and a boost to faction resource output of 25%.
Purity is all about your leaders. The opener here is going to grant us 20% more leader lifespan, meaning our leaders stay alive for longer. I also picked every purity option when I ascended this time. So, we have optimized neurology for better leader stuff, heightened attributes, reducing our empire size from pops, and imperfection remediation, giving us more subspecies pop integration per month. The two traditional options we haven't seen yet are genotype regeneration, which allows us to assimilate pops in or out of a hive mind, and allows us to remove positive organic species traits or add negative ones. Exemplary genetics allows us to alter pop appearance and gives us access to advanced organic species traits that we can add or remove. On top of that, it reduces the cost of these advanced organic traits, usually from four points, down to three. You'll get plus six organic species modification points, plus two species trait picks, and minus 50% species special project cost. If you want to make super soldiers or super xenos, this is the way to go.
Perfection Protocols is honestly terrible when we compare it to the cloning agenda we just looked at. This one grants 2 1/2% pop growth speed when it's when you initialize it, and then when you launch it, you go up to 10%. That's crap compared to 25 and 100%. However, when you do launch it, for every organic pop, you'll gain five unity per positive species trait to a maximum of 25 unity per 100 pops. You'll also gain five society research per negative species trait to a maximum of 25 society research per 100 pops. So launching this should give you quite a bit of unity and society research, but honestly I just think it's a bit weak and needs to be retoled.
Let's look at the advanced authorities. First, we have the democratic authority phenotypical autonomy. You'll notice that all of these authorities will grant you more bonuses or actually give you penalties depending on how many positive and negative traits you have on your species. So, let's look at what this does. You'll get a pop effect from your species's level of genetic perfection. What does this mean? Well, basically you add one for every trait point spent on positive traits and reduce it by one for every trait point gained from negative traits. This is a measure of how genetically pure your species is. In this case, we are going to get 5% happiness per point we are in the positive. You'll also get the genetic purest trait on every leader. Depending on your species level of genetic perfection, this will reduce your upkeep by 5% per net positive point and increase your experience gain by 5% per net positive point. In our case, that is 60% reduction to upkeep and 60% increase to leader experience gain. Very, very strong.
If you go with a eugenic hierarchy, you'll get an increase to job efficiency of 2.5% for each level of species perfection. In our case, that is plus 30% job efficiency empirewide. Don't forget that is multiplicative with your other bonuses that are resource output from jobs. So, this is very, very strong. You'll also gain genetic purist. And this will grant you 5% additional council agenda speed for every net positive point of genetic perfection. In our case, that's 60% per counselor, which means we can launch our agendas frighteningly quickly. I'm getting a combined total here of 240% additional agenda speed. I'm pretty confident I'm going to run out of agendas very quickly.
Then we have nucleic judiciary. This will grant you basic society research from all of your pops plus 0.5 per net positive point of genetic perfection. And your genetic purist trait will reduce planetary crime, reduce sector crime, increase planetary stability, and increase sector stability for every net positive point of genetic perfection.
Biotic Dominion is the Imperial Advanced Authority. This allows your Imperial Ruler and heirs to get affected by the genetic perfection. They get an increased leader skill level of plus 0.5 for every net positive genetic perfection point. Leaders of our species gain the imperial bloodline trait. This increases our lifespan and experience gain by 5% per say it with me net positive genetic perfection point. It's all about genetic perfection.
The purity paradigm is available to gested out consciousness empires. You'll produce unity for every 100 pops based on your genetic perfection. And you'll also integrate subspecies more quickly with another 25% reduction to modify species special project cost, granting you a total of at least minus 75%. That's very, very good.
We then have the organic syndicate for pure corporate empires. This replaces our unity upkeep from organic leaders with trade, which is a small bonus, but still a bonus nonetheless. And we're going to produce trade from every pot based on our species genetic perfection. In our case, that should be a base of plus six trade for every 100 pops in our empire. Currently, our planet is making 111 trade. By simply switching over to an organic syndicate and not even getting any more trade jobs, we've gone from that loan number all the way up to 540 trade by just switching our authority over to organic Syndicate. I think that kind of makes in a lot of ways organic Syndicate one of the most powerful trade-based builds in the game. email.
If you want to get lots and lots of trade value, if you go down genomic research twice in the purity direction with your variable tradition picks, you'll get plus 10% growth speed per 100 genomic researches and minus one leader maximum negative traits.
If you go down the mutation path and also select mutagenic habitability, you're going to be creating pops that will change their abilities based on the world that they live on. Mutation unlocks the agenda divergence directive. This increases your pop's automoding every month by 200 initially and then up to 400 when it's launched. And every organic species in your empire will gain the adaptive mutation species trait whether or not they're part of your primary species. Every organic species will also gain the mutagenic habitability trait. This is great if you've got some slaves that you've bought from the slave market and then you want to sell them back again and make a tidy profit. You can buy a bunch of slaves, grow them up, trigger this to give them very expensive traits. Adaptive mutations and mutagenic habitability are great expensive traits and then sell them on the market for a lot of extra money. I'm just saying, not endorsing selling slaves. I'm just saying.
Your species also gets access to the adaptive mutation species trait. This has quite an interesting mix of adaptations which are going to grant you efficiency for all of your jobs. And these efficiencies are basically for every different type of job in the game. Job efficiency, I need to reiterate this is really good. It's much much better than adding output to jobs because it stacks multiplicatively with your job output after you've applied all of those other bonuses. You'll get access to the planned polymorphism, which increases the effects of adaptive traits to plus 15% and allows the assimilation of pops into or out of your hive mind. Unnatural selection allows you to ignore the phenotype restrictions for adding and removing phenotype traits with species modification. If you want to have pots with lots of different types of traits, they're not going to be the pure and ultimate warriors like purity, but you're going to have crazy combinations at your disposal here. You can add negative traits with species modification and also remove or add advanced traits. You also get more modification points and trait picks alongside a reduction to the modify species special project cost.
The finisher effect of mutation grants us to the mutation authorities and converts all of our medical workers into genomic researchers. If you've picked mutation twice during the situation, those genomic researchers don't actually get a bonus from this, but you will get 10% more habitability from the genomic research facility, and you'll optimize the traits of your automoding pops faster. And you'll automod the traits. And you'll and you'll optimize the traits of your automoding pops faster.
Let's now take a look at the mutated authorities. In corporate, we have the organ usery authority. This basically means that yeah, it's like that movie where people buy and sell mechanical organs, but in this case it's real organs. If you take the spare organs trait and put it on your pops, you're going to get plus 0.1 trade value per 100 pops. That's just a fun little thematic bonus. It's not as good as the bonus from purity, but it's still something. Yes, crime goes up, but everyone is 10% happier, and you'll generate 10% more monthly unity. You'll also be replacing your unity upkeep for organic leaders with trade.
If you're a hive mind, you'll get access to the adaptive dominion. This grants plus 10 stability, minus 15% empire size from pops, plus 15% habitability, and plus 15% job efficiency for menial drones. Honestly, that's the worst one to get job efficiency for. I'd much rather it on my complex drones, but it's still good. And I cannot understate how excellent that extra 15% habitability is as long as you've taken mutagenic habitability. So you're trying to stack extra habitability bonuses to get up to that 200%.
Genomic expansionist is the Imperial Authority. This reduces your recruitable leaders per class by one, but you will get more leader experience gain, 5% faster research speed, and 15% job efficiency from workers. Again, I wish it was specialists, the equivalent of complex drones, but heyi ho, it's still all right.
The hybrid mandate is going to give you minus 5 crime from enforcers, plus 25% job efficiency for elites, a class you generally have the least of in your society, plus 25% elite happiness, plus 10 stability, plus three unity per 100 enforcers, and plus 10% faction resource output.
Catalytic command hits you with some negatives. minus 10% specialist happiness and worker happiness, but this oligarchic authority grants you a very good plus 10% job efficiency from specialists. You'll also get 25% elite happiness, minus 10 crime on every world, 10% more faction resource output, and 5% more research speed. So, this is quite a tasty authority to take.
Last, but not least, we have the democratic authority, Biodiverse Liberty. You'll get 50% more pops optimized with auto modding traits every month, 5% job efficiency across the board, 10% happiness, 10% monthly unity, 5% additional research speed, and one extra recruitable leader per class, giving you better selection options.
If you take the evolutionary predators origin, you'll also get some unique government types with that one. When you go down the mutation ascension with this origin, every path in the biogenesis ascension is locked except for mutation, so you will have to pick that one. If you're a hive mind, you'll get chimeal consciousness, which reduces your empire size from pots per species trait you have by 1%. That sounds crap until you remember as an evolutionary predator, it's very easy to get 15 or 20 traits on your godamn species. You'll also get automatic terraforming of colonies into hive worlds. This means you don't even need to pick the hive world ascension. You'll simply get your colonies randomly over time, converting over and becoming hive worlds, which are the best planet types in the game. Even better than an aumanopoulos. Now, chimeal consciousness also increases your adaptive evolution progress, which is the situation to grant you more traits when you purge alien species by 100%. increases job efficiency from undesirabs. That means the purging is more efficient. Yay, economics. And the empire size effect goes down by 20%. Overall, it's just so beautiful.
If you choose to become a mega corp, you get access to bioration GLC as an evolutionary predator. Again, this reduces empire size from pops by 1% per species trait, but this one increases your commercial packed effectiveness per species trait by 1%. and increases the adaptive evolution progress from commercial packs by plus 100%. You'll also get 10% additional trade from jobs. And like any corporate empire, plus 50% empire size from planets.
The imperial authority here is Deathless Dynasty. Again, empire size from pops per species trait goes down by 1%. But this allows the ruler to consume great leaders when they pass. That is very, very hilarious. You're going to eat the smart people around you. Your pop growth speed does go down by 10%, but you will get a flat plus 10% monthly resources across the board. That is the best bonus I have ever seen, ever in any uh in any authority in the game ever. 10% monthly resources stacks multiplicity on top of everything else. After you get increases from job output, after you get increases from job efficiency, you're then going to get 10% of everything added right at the end. Wow.
Apex principle is the dictatorial authority. This gives your ruler the apex predator trait. You'll gain additional insights, which um yeah, look at that insight list. They're uh they're pretty funny. Depending on which Apex Predator victory you have, you get Apex Predator victories when you win wars, subjugate others, or cause resolutions to fail in the galactic community. Basically, you got to be a dick, and then you get great bonuses.
The oligarchic authority makes all of your counselors immortal. This means that your ruler and your counselors will never die ever. They just live forever. That's it. Once they're on the council, as long as they don't come off the council, they are functionally immortal. And because your ruler is generally selected amongst council members, that should mean your council should be able to stay alive forever. Wow.
Genetic electorate adds additional effects to malleable genes and that is the special trait we get from being evolutionary predators based on which faction is the strongest. We also get an increase to adaptive evolution progress from species that are slaves or better. The optimal word here being better. Treat them nicely. Only eat their toes or something and you're going to have a great time.
Let's take a look here at the kind of species we'll get with the mutation tradition. So we have mutagenic habitability which allows our species to change their habitability based on the world that they live on. This is actually available to anyone that selects mutation as the first option in the biogenesis situation but it is still a mutation option. We also have vocational genomics. This is a trait that basically swaps between things like agrarian, industrious, intelligent, thrifty, and the like to give us bonuses depending on which jobs our species are working. It is an automoding trait. We also have adaptive mutations which grant us further bonuses based on which kind of job we're working. Yes, it's possible to double this up. So, we're getting at least plus 30% job efficiency from adaptive mutations plus vocational genomics. And don't forget, ladies and gentlemen, say it with me, that is multiplicative. Whenever you see job efficiency, just know it's always better than output from jobs.
Otherwise, here I've just picked a random mismatch of options so that I could get some good bonuses. If you pick the wilderness origin, you'll be locked into the purity ascension path. And whilst you don't get access to a unique government type, the purity tradition for wilderness is slightly different. Buildings and districts will increase your building speed and decision enactment speed by 3%. And all of your districts are uncapped on every world, meaning you can have a world full of agriculture districts or mining districts or whatever you'd like. You also get access to the imperfection remediation, which allows you to expand planet size to a maximum planet size of plus 5. Expanding planet size costs alloys and food alongside the normal minerals beyond size 25. This, alongside mastery of nature and and orbitals, will allow you to get some absolutely enormous planets.
If you enjoyed this video on the biological ascension path in Stellaris, but you're having a little bit of trouble getting to grips with the economic systems in Stellaris 4.0, you'll probably want to watch my guide on planetary management. If you want to know more about that, click the video on screen.