Stellaris

Stellaris

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CIVIC REDUX
   
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10 Dec, 2018 @ 1:02am
10 Dec, 2018 @ 2:00am
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CIVIC REDUX

Description
~~~BETA EDITION~~~

This mod intends to fundamentally alter civics by
- making them more impactful
- making them more plentiful
- adding 'negative' civics which give you extra civic points at game start

It has changed the following vanilla civics so far:
-Enviromentalist: Your amenities usage is also reduced.
-Functional Architecture: Cost reduction upped to 25% but reduces happiness by 5%.
-Mining Guilds: Now Workers Guilds. Worker Political Power is doubled, they use more consumer goods, and Miners, Farmers, and Technicians all produce 1 more of their respective resource.
-Police State: Now requires Fanatic Authoritarian. Enforcers now add 2% to Happiness and 5% to Government Ethics Attraction. Pop Science production is reduced by 5%.
-Citizen Service: Administration Buildings add Soldier jobs.
-Distiguished Admiralty: Admiral max level raised by 2, Fleet Command Limit raised by 20, Admirals now cost double.
-Feudal Society: Each Vassal now increases your Trade Value by 10%.
-Imperial Cult: Ruler max level raised by 2.
-Philosopher King: Leader experience gain raised by 15%.
-Shadow Council: Now requires some level of Authoritarian, and Oligarchic or Dictatorial authority. Election influence reduction raised to 80%.

It has added the following 'negative' traits:
-Noble Writing: Reduces Trust Growth
-Corrupt Media: Increases election influence cost and decreases ethics attraction
-Delphic Religion: Reduces Energy Credit production
-Xeno Contrarian: Reduces Society research and prevents Research Agreements
-Xeno Naivete: Reduces Population Growth and increases Amenity usage
-Insufficiently Parallelized: For Machines, decreases science production
-Hungry Queen: For Hive Minds, decreases population growth

And more are planned, including new 'normal' civics!

Notes on Compatibility:
Unfortunately in order to alter the vanilla civics I needed to touch a lot of vanilla files.
The following are overwritten:
00_civics.txt
02_gestalt_civics.txt
03_corporate_civics.txt
00_capital_buildings.txt
00_defines.txt
00_subjects.txt
00_actions.txt
02_specialist_jobs.txt
00_social_classes.txt


5 Comments
Foxycfreezy 23 Dec, 2018 @ 2:36pm 
Found a bug where all goods on the market no matter the amount sold was the same. Example selling 100 minerals you get 70 energy, selling 10000 minerals at once you still got only 70 energy. Turned all mods but this one off and the problem still presists. This was while using the Beta Patch, which the mod is not currnlty updated to so that may be the problem.
Thanatos996  [author] 11 Dec, 2018 @ 5:20pm 
Thank you for the feed back! I'll definitely keep that in mind. I'm currently working on an update to add many new civics, so I'll go back and adjust the ones I've touched already depending on what people prefer for sure.

I may do a negative-civics-only version, but that's for when I feel confident about the mod being 100% feature-complete.
DerpTheBugbear 11 Dec, 2018 @ 7:18am 
I feel like the negative civics could be made harsher. At least on the two in the screenshots. For example, I never influence elections anyways, and -10% Ethics attraction isn't all that terrible in the end. I'd pretty much always go for that negative civic.

This would discourage, but not prevent stacking negatives to min/max with a billion positives or something. Makes the decision more meaningful IMO.
DerpTheBugbear 11 Dec, 2018 @ 7:03am 
Love the idea of negative civics!

Perhaps we could have a compatability version with just the new negative civics? No rush on that though. It would mean more work for you, updating and maintaining two separate mods instead of just the one.
Kepos 10 Dec, 2018 @ 5:46am 
The new planetary view downgrades any species to be just only workers or specialists. Any special setup seems to be of no worth any longer. Hopefully, your mod helps to bring parts of this lost immersion back into the game.