
Frozen Assets
Frozen Assets is a civic in Stellaris 4.5.2 for Megacorporations. Not with Gestalt Consciousness and origin Synthetic Fertility. DLC: Nomads.
What Frozen Assets does
The game's own effect text (the civic's description key), then its modifier lines as the game prints them.
- Initial
Pops: +3000
- Starting and Future Arkships: Deprecated Cryo Pods: +3
- The
Fast Food Chain Corporate Building generates additional Trade and adds +200
Trader jobs to our Capital.
Requirements
Read from the potential and possible blocks (the game's list rules: ethics, authority, civics, origin, species); the wording is ours, the quoted rule texts are the game's.
In the game
This nomadic MegaCorp is an expert in cryonics, thawing crews, and clients only when the predictions turn profitable.
Try it in the empire builder →
Frozen Assets: questions
What are the requirements for Frozen Assets in Stellaris?
No ethic, authority or civic requirement. Not with Gestalt Consciousness and origin Synthetic Fertility. Some rules combine several options: see Requirements on the page. DLC: Nomads.
What does the Frozen Assets civic do?
Its effects are listed in its description on this page.
Can Frozen Assets be changed after the game starts?
Yes — it can be added or removed later when a civic slot opens or the government is reformed, if its requirements still hold.
What is the ID of Frozen Assets?
civic_corporate_deep_sleep (Stellaris 4.5.2).
Source: common/governments/civics/03_corporate_civics.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776).