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Frozen Assets

Civic · Megacorporations
MegacorporationsCan be changed laterNomads

Frozen Assets is a civic in Stellaris 4.5.2 for Megacorporations. Not with Gestalt Consciousness and origin Synthetic Fertility. DLC: Nomads.

Kind
Civic
Group
Megacorporations
Players can pick it
yes
Clashes with
0
ID
civic_corporate_deep_sleep
Frozen Assets

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).

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