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Xoatl

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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:
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)

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.

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
 
Last edited:

CarbrBard

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Nice job, man! Any link on steam?
 

PalmettoExplorer14

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This mod adds and changes civics with the intent of making them more unique and fun to play.

Civics Added:
Acolytes:Start with psionic theory tech, a psionic army, and +20% psionic research speed. (TO DO: chance at getting psychic leaders without the mind over matter perk)
Atom Cult: Start on a tomb world, two vaults, additional unity from special tomb buildings, tomb world adaption tech, and +20% tomb world habitability
Genetic Expertise: Start with several biology techs, clone armies, a clone vats, additional unity from clone vats, and +20% biology research speed
Precursor Remnants: Start with two precursor buildings, additional unity from precursor buildings, and +30 opinion from all fallen and awakened empires

Civics Changed:
Meritocracy: +3 leader skill levels instead of 1
Citizen Service: +15% army damage, start with a military academy and tech to build more, and gain additional unity from military academies
Technocracy: +5% research speed and labs produce unity
Environmentalist: Start with a paradise dome and paradise domes produce additional unity
Free Haven: Start with a visitor center and visitor centers produce additional unity
Mining Guilds: Mines produce additional unity
Nationalistic Zeal: Start with a unity symbol, tech to build more, and additional unity from unity symbols
Slaver Guilds: Start with a slave processing facility, tech to build more, and additional unity from slave processing facilities
Corporate Dominion: Power plants produce additional unity
Agrarian Idyll: -20% hydroponics build cost

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 the mods 25 Tile Homeworlds and Plentiful Traditions

Just curious here but does Agrarian Idyllic still have farms give unity?
 

GreatAlucard

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I'm not sure if you'd rather get feedback here or on steam but...

Mining Guilds: Mines produce additional unity
Corporate Dominion: Power plants produce additional unity

These two are extremely overpowered, in fact there's no way to add any unity to mines or powerplants while making it not overpowered because they will always be the bulk of your buildings, especially when there is a possibility of stacking unity bonuses.
I'd suggest:

For Mining Guilds - Add the unity to the mineral processing facility (the building that gives +10% mineral production on the planet)
For Corporate Dominion - Add the unity to the solar power plant module for space stations (since the energy nexus can already get unity from the prosperity tree), or just add an influence bonus to the energy nexus.


Environmentalist: Start with a paradise dome and paradise domes produce additional unity
Free Haven: Start with a visitor center and visitor centers produce additional unity

While interesting, this takes buildings from the tradition trees, which kills the purpose of picking said traditions, it would probably be better to add a new building instead, or to just add a bonus on top of those buildings when someone actually takes the traditions.
 

Xoatl

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I'm not sure if you'd rather get feedback here or on steam but...




These two are extremely overpowered, in fact there's no way to add any unity to mines or powerplants while making it not overpowered because they will always be the bulk of your buildings, especially when there is a possibility of stacking unity bonuses.
I'd suggest:

For Mining Guilds - Add the unity to the mineral processing facility (the building that gives +10% mineral production on the planet)
For Corporate Dominion - Add the unity to the solar power plant module for space stations (since the energy nexus can already get unity from the prosperity tree), or just add an influence bonus to the energy nexus.




While interesting, this takes buildings from the tradition trees, which kills the purpose of picking said traditions, it would probably be better to add a new building instead, or to just add a bonus on top of those buildings when someone actually takes the traditions.

I appreciate the feedback. I was thinking of applying a +3 unity to mineral processing and energy nexus respectively but if agraian idyll can add +1 to farms it shouldn't be too overpowered for either buildings. On the other hand agrarian idyll doesn't give +10% to energy or minerals either. It's not too big of a concern atm. But I see what you're saying. I dunno, if people like I'll change it. I'm more concerned about beefing up the civics I haven't touched and tweaking things around. Adding more unique features etc.

About the traditions, you still need to pick those traditions in order to build more paradise domes and visitor centers. It's not like slavers guild where I give you the tech to build more. I see it as even more incentive to rush those traditions in order to exploit the bonus unity from those buildings that the civics give.

Just curious here but is there a reason why you lowered some of the bonuses from civics?

You mean for Parliamentary? Because I added another source of influence from it. I'm planning to put it back to 50% add +3 core worlds as well and move the bonus influence from capitals to efficient bureaucracy, remove the core plants that gives and add -15% to ship and building upkeep instead.

Or distinguished admiraly? Because it gives +5% evasion now and ability to build oversized ships. I want to keep the changes somewhat balanced the best I can, especially for combat. In general you'll be making a little more unity which is why i recommend plentiful traditions mod.
 
Last edited:

PalmettoExplorer14

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I appreciate the feedback. I was thinking of applying a +3 unity to mineral processing and energy nexus respectively but if agraian idyll can add +1 to farms it shouldn't be too overpowered for either buildings. On the other hand agrarian idyll doesn't give +10% to energy or minerals either. It's not too big of a concern atm. But I see what you're saying. I dunno, if people like I'll change it. I'm more concerned about beefing up the civics I haven't touched and tweaking things around. Adding more unique features etc.

About the traditions, you still need to pick those traditions in order to build more paradise domes and visitor centers. It's not like slavers guild where I give you the tech to build more. I see it as even more incentive to rush those traditions in order to exploit the bonus unity from those buildings that the civics give.



You mean for Parliamentary? Because I added another source of influence from it. I'm planning to put it back to 50% add +3 core worlds as well and move the bonus influence from capitals to efficient bureaucracy, remove the core plants that gives and add -15% to ship and building upkeep instead.

Or distinguished admiraly? Because it gives +5% evasion now and ability to build oversized ships. I want to keep the changes somewhat balanced the best I can, especially for combat. In general you'll be making a little more unity which is why i recommend plentiful traditions mod.

Cool. And I'm fine either way on what you do with the mining guilds and corporate domain civics.
 

GreatAlucard

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I appreciate the feedback. I was thinking of applying a +3 unity to mineral processing and energy nexus respectively but if agraian idyll can add +1 to farms it shouldn't be too overpowered for either buildings. On the other hand agrarian idyll doesn't give +10% to energy or minerals either. It's not too big of a concern atm. But I see what you're saying. I dunno, if people like I'll change it. I'm more concerned about beefing up the civics I haven't touched and tweaking things around. Adding more unique features etc.

About the traditions, you still need to pick those traditions in order to build more paradise domes and visitor centers. It's not like slavers guild where I give you the tech to build more. I see it as even more incentive to rush those traditions in order to exploit the bonus unity from those buildings that the civics give.

The thing is, no one will ever spam farms on extra planets, because it is not needed or effective (you don't need all that many farms), mines and power plants on the other hand are already the main things to be spammed on those situations, giving them extra unity is an extra bonus to what is already effective.

You could leave it like that either way, but I can't really see a situation where they're not the best choice by a lot.
 

Xoatl

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I don't think its that OP, if I keep getting the same complaint I'll change it up a little. However I do spam farms, the bigger the surplus per month the more POP growth you get. Farm spam has been very useful for expansion and filling out planets and reaching that max efficiency long before other empires do.
 

Sparrowhawk

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Hi, I just started testing your mod because I would really like more civics in my game (additionally to Juris Civics Expansion). I also like the changes to the vanilla civics, you made them more impactful. One bug(?) I noticed that not every civic's effects are correctly displayed ingame, i.g. Mining Guilds' only displayed effect is the Unity produced by mines, though I still get the 10% production bonus. Can you fix the effects displays?