Stellaris

Stellaris

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(not compatible with Federations) Apocalypse Civic Unrestricted
   
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File Size
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72.496 KB
1 Jul, 2018 @ 2:26pm
2 Nov, 2019 @ 3:07pm
22 Change Notes ( view )
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(not compatible with Federations) Apocalypse Civic Unrestricted

In 1 collection by ♪♫ Azera ♫♪
Xerrol Stellaris
6 items
Description
Make's unique civics less restrictive

*MEGACORP UPDATE*
Megacorps can now use:
- Syncretic Evolution
- Mechanist
- Life Seeded
- Post Apocalyptic
Hive minds can now use Post Apocalyptic
I've recolored those four civics to a dark pink to make them stand out


Old Changes:
Syncretic Evolution
- can now be used with Life Seeded
- can now be used with Agrarian Idyll
- Servile costs 0 trait points instead of 1, and doesn't take up a trait pick.
Post-Apocalyptic
- can now be used with Mechanist
Barbaric Despoilers
- no longer requires Militant
- still requires either xenophobe or authoritarian
- can be used with xenophile (as authoritarian)
- raiding minimum pop reduced to 1 from 2
- raiding capture chance increased
Fanatic Purifiers
- no longer requires militant or spiritual
Hive Minds
- species trait costs -2 instead of 0, but costs a trait pick
- base penalty to opinion reduced to -10 instead of -30
G̶e̶s̶t̶a̶l̶t̶ ̶C̶o̶n̶s̶c̶i̶o̶u̶s̶n̶e̶s̶s̶
-̶ ̶n̶o̶w̶ ̶c̶o̶s̶t̶s̶ ̶2̶ ̶e̶t̶h̶i̶c̶ ̶i̶n̶s̶t̶e̶a̶d̶ ̶o̶f̶ ̶3̶
-̶ ̶(̶y̶o̶u̶ ̶c̶a̶n̶ ̶n̶o̶w̶ ̶p̶i̶c̶k̶ ̶1̶ ̶n̶o̶n̶-̶f̶a̶n̶a̶t̶i̶c̶ ̶e̶t̶h̶i̶c̶ ̶i̶n̶ ̶a̶d̶d̶i̶t̶i̶o̶n̶)̶

**Update July 5th**
I will be removing the change to the Gestalt Consciousness ethic that was causing problems with prescripted empires, if anyone wants to do something similar, they can change the cost of ethics in the /common/ethics/00_ethics.txt (Although I recommend making a mod instead of editing game files directly).

**Updated December 6th**
Version 2.2.0

**Updated August 10th**
Version 2.3.*
- Bombardment Stances, Civics, and Opinion modifiers now use unique files
- Scripts and Traits overwrite base files to prevent bugs

**August 13th**
- Fixed dumb syntax error that caused starting planets to not work properly

**November 1st**
I've flagged this mod as compatible with 2.5 version of stellaris
All my civs so far don't show problems but I will have to do testing later. I have no idea how this will interact with the new DLC, and I'll have to take a serious look once Federations is released.
40 Comments
Althis 19 Mar, 2020 @ 3:25pm 
Don't be! Your mod is awesome. If you can find a way of implementing it in the future, please do it. I wonder if there is a way to add civics for some of the origins, i.e. if player does not choose Mechanist Origin, then a mechanist trait that adds Robots is available and so on? I dont know how the back ends of the mods work.
♪♫ Azera ♫♪  [author] 19 Mar, 2020 @ 3:10pm 
Yeah :( with the change to origins, this mod is pretty much deprecated. Since the interface doesn't allow for it, I don't really have a way to fix this as of right now. Sorry :(
Althis 19 Mar, 2020 @ 3:03pm 
The Federations update, along with the new origins, causes this mod to break the game. I wish I could tomb world with robots again.
Dalvanara 25 Jan, 2020 @ 12:45pm 
Would Syncretic Evolution and Post Apocalyptic work together?
♪♫ Azera ♫♪  [author] 24 Dec, 2019 @ 9:44pm 
What happens if you try to make a civ with one of those civics, and then choose the megacorp government after picking civics?
zulu9812 24 Dec, 2019 @ 8:47pm 
Well, I have it at the bottom of my mod list, so it should override anything that would conflict.
♪♫ Azera ♫♪  [author] 24 Dec, 2019 @ 5:18pm 
You'll have to tell me which mods you use zulu, I think it's a conflict, because I'm not having any trouble when not using other mods.
zulu9812 24 Dec, 2019 @ 8:15am 
Megacorps cannot use Syncretic Evolution, Mechanist, Life Seeded, or Post Apocalyptic.
♪♫ Azera ♫♪  [author] 13 Aug, 2019 @ 6:25pm 
Found a missing parenthesis. That's embarrassing. Should be fixed now.
♪♫ Azera ♫♪  [author] 13 Aug, 2019 @ 6:20pm 
i'll take a look cblue22, i probably made an error in the startup script