Stellaris

Stellaris

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Growing Pods
   
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1 Sep, 2017 @ 1:57pm
2 Jun, 2018 @ 7:41am
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Growing Pods

In 1 collection by Argual
Gameplay Defining Civics
3 items
Description
I'm not working on mods anymore!
I've put out this information on my page a while ago, but I'm still getting comments asking for updates.
More info here: https://steamhost.cn/steamcommunity_com/id/argual/

Adds a Hive Mind civic that (mainly) boosts growth and colony development speed while also reducing research, energy and food income.

Because of the huge impact, randomly generated AI won't choose this civic.

This mod does NOT modify vanilla files.
Popular Discussions View All (1)
0
26 Oct, 2017 @ 6:05pm
Verify bonuses working?
lastofthelight
6 Comments
Tethgar 29 May, 2018 @ 9:07pm 
update please?
Argual  [author] 24 Feb, 2018 @ 1:37am 
Updated to 2.0
I made some changes to make the civic more flexible.
Growth speed bonus reduced from +175% to +100%. Also raises core sector systems cap by 3. Reduced the resource penalties to -10%.

Reasons: Growth speed is less important when you have a ton of worlds, and incredible early game. The -1 research alternative means that if you want to offset it, you need to get the neural network civic. So now if you want to go full swarm, you can pick this one and devouring swarm, and still expand a lot with the increased core system cap. But you can also go very wide while still having access to 3 research alternatives early on.
Argual  [author] 7 Sep, 2017 @ 10:14am 
Answers:

No, AI don't use them, cause i fear it would hurt the ai more than it would help. These civics have huge drawbacks.

Yes, the biology boost stacks.

Yea, these are huge drawbacks, but you can rapidly expand. You can also use the research alternatives civic to balance out the -1. These civis intend to alter your gameplay a lot, huge bonuses, huge price. This civic is better for wide empires. I was considering adding habitability bonus as well, but i hink that it would be too strong. Maybe i will add it in the future.
I value your opinion, feedback always helps.


Also, I advise you to use this in conjunction with other mods. For example I used it with an additional traits mod (I cant remember which one). It added a trait that reduces the food consuming of the pops. I made a fleeting but rapidly growing and expanding race.
Bootleg Awesome 5 Sep, 2017 @ 6:46pm 
The food and energy reduction is massive, the best way to ballance this would be to make the whole modifier be an edict that lasts 10-15 years and less powerful. and in doing so the civic will become more useful and less crippling. there is no way i would ever pick this civic with such a drawback, the -1 recearch alternatives would be HUGE in the early game and still be a nucance later on aswell. all-in-all it could be usefull but could also screw you over if you cant expand.
Yama 4 Sep, 2017 @ 10:42pm 
Does this 25% biology boost stack with the already 20% boost for being hive mind?
THE RIDE NEVER ENDS 4 Sep, 2017 @ 9:59am 
Can your mods be used by the AI in a random generation?