Stellaris

Stellaris

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Origins Civics (2.1.*)
   
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18 Dec, 2018 @ 5:49pm
18 Dec, 2018 @ 5:50pm
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Origins Civics (2.1.*)

Description
THIS VERSION IS FOR THOSE TO CONTINUE PLAYING ON THE 2.1.* PATCH ONLY. PLEASE USE THE 2.2.x VERSION IF YOU WANT THE MOST UP TO DATE VERSION OF THIS MOD

THIS LEGACY MOD INCLUDES THE UNTESTED AND UNBALANCED ADDON AS PART OF IT.

This mod explores the concept of origin civics: permanent civics that alter the game start and/or introduce a new way to play the game. These civics add new elements such as non-ideal starts, quest chains, and/or mid-game bonuses to enhance your style of play as your build an empire amongst the stars. Mid-game bonuses appear about 100 years into the game and add additional modifiers to the permanent civic you've chosen.

Check out the in-game mod trailer on YouTube for some ideas for how this mod plays.

Origins Civics (Version 1.4):
  • Lost Colony: Start the game on an alien world of your habitability preference, with another Home nation assigned or spawning somewhere in the galaxy, and the ability to unlock further bonuses mid-game related to your origin.
  • Ecological Disaster: Start the game with a unique event chain Ecological Disaster that adds an expiration date to your home world.
  • Eternal Leader (Utopia Required): Start the game with your leader being an Eternal, an immortal psychic. In the event of a crisis your leader can use his/her powers to help your nation at a potential cost. If your leader dies expect changes for your empire.
  • Alien Message: Start the game with a unique quest Searching for the Source as your species yearns to befriend the origin of the alien signal.
  • Climate Shift: Start the game after the climate of your planet shifted to a type that is not preferential for your species.
  • Nuclear Vault: Start the game on a Tomb World with the appropriate tile blockers and a large underground vault building, which gives +3% research bonus for all sciences. Applicable for organic empires.
  • Nuclear Mutation: Start the game on a Tomb World with the appropriate tile blockers and tomb world habitability preference. Applicable for organic empires.
  • Codominant Evolution (Utopia Required): Start the game with 4 Pops being of another codominant species. You have total control over the pop's traits. I have a standalone mod for this civic.
  • Nuclear Start (Synthetic Dawn Required): Start the game on a Tomb World.
  • Machine World (Synthetic Dawn Required ): Start the game on a size 12 Machine World.
  • Voidborne (Utopia Required): Start the game on a size 12 Habitatp/u] with Habitat preference.[/list]

    Unbalanced
    • Wormhole Traveler: Start the game with no hyperlane access and only a wormhole that lets you escape your star. Begin with Wormhole Stabilization tech. Known to have bugs the potential start event chains.
    • Ascension Theory: Start the game with the Ascension Theory tech.
    • Syncretic Mechanists (Utopia Required): Start the game with 2 Pops being of another servile species, 2 Pops being robots, and with the technology to build more robots.
    • Codominant Mechanists (Utopia Required): Start the game with2 Pops being of another codominant species, 2 Pops being robots, and with the technology to build more robots.
    • Dyson Engineers (Utopia Required): Start the game having been trapped with limited access to the hyperlane network. Had it not been for a spark of genius to discover gateway travel, they may have consumed the resources of their whole solar system to fuel their civilization. Start with a built up their start system with a partially constructed Dyson sphere and a gateway under construction. *Completing the Dyson Sphere can freeze your home system!
    • Habitat Life (Utopia Required): Start the game in a habitat orbiting your recently ruined homeworld. You keep your planetary preference.
    • Gaia World (Apocalypse Required): Start the game on a Gaia World. You keep your planetary preference.

    Untested
    • Latent Psionic (Utopia Required): Start the game with the latent psionic trait. Does not interact with ascension perks, may have issues.
    • Cybernetic (Utopia Required): Start the game with the cybernetic trait. Does not interact with ascension perks, may have issues.
2 Comments
Anbeeld 22 Aug, 2020 @ 11:17pm 
For those who still play Stellaris 2.1: I created a new AI mod which is based on Glavius's work, but my mod goes much deeper and have a lot of unique features, leading to much better AI. And also I update it quite often, adding new stuff.

You can check proof of this and read detailed description here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2055544110

Thank you!
Comfort Creature 30 Oct, 2019 @ 1:47am 
Does not work 2.5+