Stellaris

Stellaris

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Civics and Origins Reloaded (2.3.1)
   
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1.403 MB
10 Dec, 2018 @ 7:04am
10 Jun, 2019 @ 4:42pm
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Civics and Origins Reloaded (2.3.1)

Description
UPDATED TO 2.3, CUSTOM ICONS FOR MEGACORP CIVICS, FEUDAL SOCIETY CASUS BELLI ADDED
This mod aims to make the existing civics more impactful, adding a few more substantial ones, and trying to make it all balanced without adding a ton of redundant bloat. It is the third incarnation of this mod and I've learned a lot since the last time. All vanilla civics including corporate, hivemind and machine civics are changed and a few new ones added.

If any civic isn't behaving as intended PLEASE POST

MAJOR CIVIC CHANGES/ADDITIONS:
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Acolytes: Start with psionic theory, pops with latent psychic trait, +1 telepath job and +25% psionics research speed
Machine Cradle: Machines start on a machine world and gain ability to terraform habitable worlds into machine worlds
Life-Seeded: Better opinion with AE/FE and homeworld starts with one of four beneficial modifiers.
Exalted Priesthood: After every election pick a divine mandate. There are 9 mandates with their own requirements. Missionaries mandate requires Corvee System for example and the powerful Vision Quests mandate removes shroud cooldown unless suffering from a curse.
Worm Blessed: Start with a wormhole, technology to use it, no hyperlanes to home star, and horizon signal special project and quest chain available.*
Gatekeepers: Start with a gateway and the tech to activate and build more.*
Castle Builders: More starbases and starbase health
Mining Guilds and Rockbreakers: Capable of exploiting systems with asteroid belts
Unlimited Growth: Start on city world only for corporations.
Hive Cluster: Start on hive world and can terraform planets into hive worlds for 5000 energy
Free Market and Mercantilism: Two civics that fill out some of the economy.
Genetic Excellence: Hivemind civic starting with cloning and genebanks techs, +1 gene trait points, and -30% species modification cost
Eager Integrator: Hivemind civic starting with a secondary species, 5% unity output boost per new species assimilated and diplomatic/convincing to subjugate buffs
Bustling Spaceport: Corporate civic that starts with an extra habitat, special planet modifier for it and -5% market cost
Merchant Republic: Corporate civic that opens up Patrician jobs, +1 governor level cap and +5 ruler political power.
Feudal Society: Casus belli to vassalize neighbour and turn them to imperial authority.

OTHER ADDITIONS:
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Defines Changes: Start with 3 civic points and the cap on possible leader level increased to 20. I recommend using the mod SLSI
GUI Changes: Empire start-up and government screens altered to have expanded windows.
Religious Differences:Xenophobic Spiritualists have a harder time making friends with other Spiritualists (especially other xenophobic spiritualists) and Militaristic Spiritualists have opinion penalties with other Militaristic Spiritualists.
Great Khan Civics: The three civics related to the great khan mid-game crisis (Diadochus, Great Khan Vision, and Great Khan Legacy) now give benefits. Expect the crisis and successor states to be a little harder.

*Features taken and altered with permission from cbshing’s mod Origin Civics

Patreon[www.patreon.com]
147 Comments
Sauron's Bro 14 May, 2020 @ 10:03pm 
This is very much broken with 2.7 like causing game crashes. Any plans to update?
It's only game. 27 Mar, 2020 @ 12:23pm 
Ideas hm...
andydig 18 Mar, 2020 @ 12:42pm 
ETA on update?
Xoatl  [author] 24 Oct, 2019 @ 8:12pm 
I have no plans to update this or surviving mars until a little bit into the federations expansion release. I do have ideas though.
Sjru 🐲 24 Oct, 2019 @ 6:45pm 
Update?
Stephen 27 Sep, 2019 @ 9:37am 
I'd maybe make Acolytes give the psionic theory tech option than the actual tech, its quite powerful
felmane 7 Sep, 2019 @ 1:57pm 
Machine cradle and determined exterminator doesn't seem to work, the starting world is still a tomb world and gives unwinnable levels of energy production/mineral production (start with a 10-40 deficit in one or both, but idk if that is specifically caused by this mod)
Xoatl  [author] 20 Aug, 2019 @ 11:45pm 
Also I suppose I dont have to overwrite the vanilla civics files. Vanilla civics should be replaced regardless. Either way any mod that replaces or changes vanilla civics will always be incompatible with my mod since thats exactly what I do. Creating compatchs like Dukkokon did is the only way.
Xoatl  [author] 20 Aug, 2019 @ 11:43pm 
Currently on hiatus but not forgotten, thanks for the bug reports. Keep them coming and they will be addressed when I come back to modding.
DreamSmith 13 Aug, 2019 @ 7:08am 
Machine Cradle and Hive Cluster - Neither terraform option is available if planetary diversity is loaded.