Steam Workshop (MOD IS CURRENTLY DEAD)
Also, unfortunately I NEED to alter game files for some things. Here's the files for compatibility use:
...events\game_start
...events\primitive_events
...common\pop_faction_types\00_(all 9 factions)
...common\buildings\00_building
...common\buildings\00_event_buildings
...common\governments\civics\00_civics
This mod adds and changes civics with the intent of making them more unique and fun to play.
Civics Added:
Civics Changed:
INSTALLATION:
1. Download mod here
2. Extract to your "documents\paradox interactive\stellaris\mod" folder.
3. Launch the game launcher and select the mod in the mod's tab.
3. Hit play.
I recommend playing this mod with 25 Tile Homeworlds and Plentiful Traditions
Also, unfortunately I NEED to alter game files for some things. Here's the files for compatibility use:
...events\game_start
...events\primitive_events
...common\pop_faction_types\00_(all 9 factions)
...common\buildings\00_building
...common\buildings\00_event_buildings
...common\governments\civics\00_civics
This mod adds and changes civics with the intent of making them more unique and fun to play.
Civics Added:
Acolytes:
>Acolytes start with latent psionic POPs and chance at psionic leaders, and +30% psionic research speed.
Atom Cult:
>Start on a tomb world, special vault city building, +3 unity from special tomb buildings, and +20% tomb world habitability (TO DO: Understands Atom opinion between atom cults)
Genetic Expertise:
>Start with several biology techs, clone armies, a clone vats, +3 unity from clone vats, and +20% biology research speed
Precursor Remnants:
>Start with one random precursor building out of three, +3 unity from precursor buildings, and +30 opinion from all fallen and awakened empires.
Castle Builders:
>+25% military space station hitpoints, +25% military space station weapon damage, -25% military space station building cost, and can build oversized space stations
Free Market:
>+50% trade attractiveness, +25% trust growth, -10% consumer goods cost.
Mercantilism:
>+5% energy, +5% minerals, +5000 max energy, +5000 max minerals.
Adventurers:
>+10% anomaly chance, -50% resettlement cost, +20% FTL range, rulers can build oversized ships (TO DO: death to rulers on destruction of oversized ships/stations)
>Acolytes start with latent psionic POPs and chance at psionic leaders, and +30% psionic research speed.
Atom Cult:
>Start on a tomb world, special vault city building, +3 unity from special tomb buildings, and +20% tomb world habitability (TO DO: Understands Atom opinion between atom cults)
Genetic Expertise:
>Start with several biology techs, clone armies, a clone vats, +3 unity from clone vats, and +20% biology research speed
Precursor Remnants:
>Start with one random precursor building out of three, +3 unity from precursor buildings, and +30 opinion from all fallen and awakened empires.
Castle Builders:
>+25% military space station hitpoints, +25% military space station weapon damage, -25% military space station building cost, and can build oversized space stations
Free Market:
>+50% trade attractiveness, +25% trust growth, -10% consumer goods cost.
Mercantilism:
>+5% energy, +5% minerals, +5000 max energy, +5000 max minerals.
Adventurers:
>+10% anomaly chance, -50% resettlement cost, +20% FTL range, rulers can build oversized ships (TO DO: death to rulers on destruction of oversized ships/stations)
Civics Changed:
Police State:
>-50% Faction Suppression Cost, +25% Faction Suppression Strength, -30 Unrest
Distinguished Admiralty:
>+5% fire rate and +5% evasion, -50% Admiral Recruitment Cost, +10% sublight speed (TO DO: can build a unique "officer academy" spaceport module)
Exalted Tribunal:
>+3 unity and additional influence, +30% governing ethics attraction
Parliamentary System:
>+50% faction influence, -20% penalties from distance to capital, and +3 core worlds
Efficient Bureaucracy:
>Capital Buildings produce increasing influence, -15% ship upkeep, -15% building upkeep
Idealistic Foundation:
>+10% faction happiness and +10% pop happiness
Inwards Perfection:
>+15% unity, +5% happiness, -10% food consumption, +10 leader lifespan
Meritocracy:
>+1 leader pool, +3 skill levels, +25% leader experience gain (TO DO: leaders start with a second trait if possible)
Citizen Service:
-15% army upkeep, +15% naval capacity, start with a military academy and tech to build more, and gain +3 unity from military academies
Technocracy:
>+5% research speed, +1 research alternatives, -50% scientist recruitment cost, and labs produce unity
Environmentalist:
>-30% consumer goods, start with paradise domes, and paradise domes produce +3 unity
Free Haven:
>Start with a visitors center, visitors center produces +3 unity, +10% other species happiness, +50 trust cap, +50% migration attraction.
Mining Guilds:
>Mines produce additional unity, +5000 mineral storage, +10% empire minerals
Nationalistic Zeal:
>Start with a unity symbol, tech to build more, +10% border range, +10% planet sensor range, +50% rivalry influence gain, and +3 max rivalries.
Slaver Guilds:
>Start with a slave processing facility, tech to build more, and +3 unity from slave processing facilities
Functional Architecture:
>-30% building cost, -10% building upkeep
Cutthroat Politics:
>Monthly Influence +3
Shadow Council:
>-50% election influence cost, -25% edict cost
Imperial Cult:
>-50% edict cost, +50% edict duration
Corporate Dominion:
>+1 unity from power plants, +5000 energy storage, +10% empire energy
Agrarian Idyll:
>-30% hydroponics build cost and +1 unity from farms
Philosopher King:
>+5 Ruler level, +30 ruler lifespan, +10 general opinion
Warrior Culture:
>General Recruitment cost -50%, army damage +20%, army health +20%, army morale +20%.
Beacon of Liberty:
>+30% unity, +10% pop ethics shift speed
Mechanist:
>Start with the 4 robot POPs, tech to build more, and -10% robot maintenance cost (TO DO: discount to building robots if possible)
Syncretic Evolution:
>Start with 4 xeno slave pops, and -50% tradition cost from xeno slave pops.
>-50% Faction Suppression Cost, +25% Faction Suppression Strength, -30 Unrest
Distinguished Admiralty:
>+5% fire rate and +5% evasion, -50% Admiral Recruitment Cost, +10% sublight speed (TO DO: can build a unique "officer academy" spaceport module)
Exalted Tribunal:
>+3 unity and additional influence, +30% governing ethics attraction
Parliamentary System:
>+50% faction influence, -20% penalties from distance to capital, and +3 core worlds
Efficient Bureaucracy:
>Capital Buildings produce increasing influence, -15% ship upkeep, -15% building upkeep
Idealistic Foundation:
>+10% faction happiness and +10% pop happiness
Inwards Perfection:
>+15% unity, +5% happiness, -10% food consumption, +10 leader lifespan
Meritocracy:
>+1 leader pool, +3 skill levels, +25% leader experience gain (TO DO: leaders start with a second trait if possible)
Citizen Service:
-15% army upkeep, +15% naval capacity, start with a military academy and tech to build more, and gain +3 unity from military academies
Technocracy:
>+5% research speed, +1 research alternatives, -50% scientist recruitment cost, and labs produce unity
Environmentalist:
>-30% consumer goods, start with paradise domes, and paradise domes produce +3 unity
Free Haven:
>Start with a visitors center, visitors center produces +3 unity, +10% other species happiness, +50 trust cap, +50% migration attraction.
Mining Guilds:
>Mines produce additional unity, +5000 mineral storage, +10% empire minerals
Nationalistic Zeal:
>Start with a unity symbol, tech to build more, +10% border range, +10% planet sensor range, +50% rivalry influence gain, and +3 max rivalries.
Slaver Guilds:
>Start with a slave processing facility, tech to build more, and +3 unity from slave processing facilities
Functional Architecture:
>-30% building cost, -10% building upkeep
Cutthroat Politics:
>Monthly Influence +3
Shadow Council:
>-50% election influence cost, -25% edict cost
Imperial Cult:
>-50% edict cost, +50% edict duration
Corporate Dominion:
>+1 unity from power plants, +5000 energy storage, +10% empire energy
Agrarian Idyll:
>-30% hydroponics build cost and +1 unity from farms
Philosopher King:
>+5 Ruler level, +30 ruler lifespan, +10 general opinion
Warrior Culture:
>General Recruitment cost -50%, army damage +20%, army health +20%, army morale +20%.
Beacon of Liberty:
>+30% unity, +10% pop ethics shift speed
Mechanist:
>Start with the 4 robot POPs, tech to build more, and -10% robot maintenance cost (TO DO: discount to building robots if possible)
Syncretic Evolution:
>Start with 4 xeno slave pops, and -50% tradition cost from xeno slave pops.
INSTALLATION:
1. Download mod here
2. Extract to your "documents\paradox interactive\stellaris\mod" folder.
3. Launch the game launcher and select the mod in the mod's tab.
3. Hit play.
I recommend playing this mod with 25 Tile Homeworlds and Plentiful Traditions
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