Stellaris

Stellaris

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Specialized Civics
   
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5 Apr, 2018 @ 9:56pm
7 Apr, 2018 @ 5:57pm
3 Change Notes ( view )

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Specialized Civics

Description
Adds secondary effects to all in-game civics, making each of them have a larger impact overall. Civic prerequisites remain the same as before.

Corvee System: -75% resettlement cost, +15% authoritarian ethics attraction
Imperial Cult: +50% edict duration, +25% psionics research speed
Beacon of Liberty: +0.5 infuence per month, +15% egalitarian ethics attraction
Exalted Priesthood: +0.5 influence per month, +15% spiritualist ethics attraction
Philosopher King: +0.5 influence per month, +2 max level for ruler
Meritocracy: +1 max leader level, +10% leader exp gain, +1 leader pool size
Citizen Service: +15% naval cap, +1 unity from strongholds/fortresses, +15% militarist ethics attraction
Technocracy: +1 research alternatives, +10% survey speed, +15% materialist ethics attraction
Feudal Realm: Can vassalize from start, vassals can expand, -50% subject power penalty, +10% vassal naval cap contribution
Police State (renamed "Military Police"): -25% unrest, -25% piracy risk, +100 army experience
Idealistic Foundation: +5% pop happiness, +15% unity
Environmentalist: -15% consumer goods, +25% materials research speed
Slaver Guilds (renamed "Slave Plantations"): +15% slave food output, -25% hydroponics farm build cost
Inward Perfection: Can demand tribute from start, previous Inward Perfection effects, and +10% tribute from subjects
Warrior Culture: +1 max level for generals, +25% army exp gain, +25% military theory research speed
Distinguished Admiralty: +1 max level for admirals, +25% ship exp gain, +25% voidcraft research speed
Free Haven: +50% xeno migration attraction, +50% migration speed, +15% xenophile ethics attraction
Cutthroat Politics: -50% leader cost, +1 leader pool size, +1 max rivalries
Corporate Dominion: previous effects, and +25% industry research speed
Agrarian Idyll: previous effects, and +10% food
Shadow Council: -75% election influence cost, +20% government ethics attraction
Mining Guilds: +10% minerals, +15% slave mineral output
Parliamentary System: +25% influence from factions, +25% statecraft research speed
Efficient Bureaucracy: +2 core sector systems, -25% edict cost
Nationalistic Zeal (renamed "Expansionist Zeal"): -15% starbase influence cost, +25% new worlds research speed
Functional Architecture: -15% building cost, +20% building build speed
Aristocratic Elite: +2 leader cap, +2 max level for governors
Mechanists: previous effects, and +10% robot build speed
Syncretic Evolution: previous effects, and +15% Society Tech research speed
Fanatic Purifiers: previous effects, and +15% xenophobe ethics attraction
Post-Apocalyptic: previous effects, and starts with Genome Mapping and Gene Tailoring
Life-Seeded: previous effects, but 20% habitability on non-gaia worlds instead of 0%
Barbaric Despoilers: previous effects, but opinion penalty with other empires reduced

HIVE MINDS
Subspace Ephapse: +15% naval cap, +15% Physics Tech research speed
Natural Neural Network: +1 tech alternatives, +25% biology research speed
Ascetic: -20% consumer goods, -10% pop food consumption
One Mind: +15% unity, +2 max level for ruler
Divided Attention: +2 core sector systems, +10 fleet command limit
Strength of Legions: +20% army damage, +25% army build speed
Subsumed Will: +1 influence per month, +1 sector cap
Pooled Knowledge: +1 leader max level, +25% leader exp gain
Devouring Swarm: previous effects, and +15% pop processing output

MACHINE EMPIRE
Rogue Servitor: previous effects, and +10% food
Determined Exterminator: previous effects, and +15% pop processing output
Driver Assimilator: previous effects, and +10% pop growth speed
Constructobot: -15% building cost, -15% starbase upgrade cost, -15% megastructure cost
Factory Overclock: +2 leader max level, +10% leader exp gain
Unitary Cohesion: +15% unity, +2 core sector cap
Rockbreakers: +10% minerals, +50% defense army damage
Zero Waste Protocols: -20% consumer goods, -10% pop energy consumption
OTA Updates: -20% edict cost, +25% army exp gain, +25% ship exp gain
Warbots: +20% army damage, -20% army upkeep, +100 army experience
Introspective: +15% Engineering Tech research speed, +2 max level for ruler
Delegated Functions: -50% leader cost, +4 leader cap
Static Research Analysis: +1 tech alternatives, +25% computing research speed
Rapid Replicator: +20% robot build speed, +20% building build speed
5 Comments
Lemon 25 Mar, 2020 @ 10:44pm 
update?
Chastity the Celibate 7 Apr, 2018 @ 5:17pm 
Looks interesting, except I don’t like the name change of Nationalistic Zeal.
YggdrasilsSword  [author] 7 Apr, 2018 @ 5:14pm 
Thanks for the feedback guys. I put the civic effects in the description. Lemme know if you have any suggestions, especially regarding game balance b/w these souped-up civics
Chastity the Celibate 6 Apr, 2018 @ 7:26pm 
@Peter34, I agree 100% we need description
Peter34 6 Apr, 2018 @ 1:34pm 
Can you please document the exact nature of all the changes, in the Description field?

I very much doubt I'm the only one who is reluctant to subscribe to a mod and then enable it in order to discover in-game whether it does things that I agree or disagree with.