Stellaris

Stellaris

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Exigency 3.3*
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31 Dec, 2018 @ 3:02pm
27 Mar, 2022 @ 7:49am
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Exigency 3.3*

Description
26/03/22: Fixed a rare edict-related crash bug: it only affected people using both Exigency and Overpowered Civics but should hopefully be solved now. Reworked Planetary Senate (see image)

As before, if you have a descriptor error check the "spare" version linked here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2478616574



"Exigency" is a collection of all my old sub-mods: new Civics, Technologies, Flags, Namelists, Policies, Edicts, Buildings for planets and starbases, and a few other little odds and ends.

If you prefer your civics to be even higher impact and even less balanced, check out my Overpowered Civics mod!



This mod doesn't change any base files so it shouldn't cause any compatibility issues.


New Starbase Buildings

Missile Command: Requires 50 influence and at least one Missile Battery. Adds +30% Hull, +30% Armour, and +15% Weapons Damage

Munitions Bay: Requires 50 influence and at least one Gun Battery. Adds +30% Hull, +30% Armour, +9 tracking and +7.5% Fire Rate

Proving Ground: Requires 150 influence. Adds +30% Ship Build Speed, -12% Ship Build Cost and +3 Shipyard Capacity

Patrol Offices: Requires 150 influence and at least one Hangar Bay. Adds +3% Empire Trade Value, +6 Naval Capacity and +15 Trade Protection

Alloy Forge: Requires Ceramo-Metal Alloys technology. Produces 6 alloys and increases all alloy production in that star system by 20%

Construction Centre: Requires Construction Templates technology. Improves planetary build speed and blocker clear speed. (The Engineering World civic gets access to both Alloy Forges and Construction Centres at game start)

Simulation Servers: Requires Self-Evolving logic technology. Produces consumer goods, reduces docked ship upkeep by 10%, and reduces consumer goods upkeep for all pops in that system by 10%. Modifiers are improved by the new Immersive Simulations and Perfect Simulations technologies

Housing Module: Requires Anti-Gravity Engineering. A module rather than a building, granting 2 housing and 3 amenities to all colonies in the system (3 housing with Imperious Architecture tradition)

Also out there somewhere: rare techs for the mysterious Psi Command and Molecular Forge.

At present these are not gated behind the civics and can be built by anyone subscribed to the Exigency mod.


3 New Origins, 6 New Civics

FORSAKEN EMPIRE
-Origin
Perhaps this nation toyed with forbidden knowledge. Perhaps they angered the one empire in the galaxy that could best them in war. And now this humbled society retains only the tiniest fraction of their former glory.
Gain the Ancient trait: +25% Leader upkeep, -25% leader experience gain, -15% growth speed
+200 leader lifespan, +2 leader level cap, +10% habitability and +10% specialist output
+15% Research Speed
-5% Happiness, -25% Unity production and -20% growth speed
Access to the Forsaken Recovery biology tech path, allowing you to eventually reduce the penalties
More likely to draw this mod's new technologies

PSIONIC HERITAGE
-Origin
-Must be Spiritualist
Begin the game with the Psionic Theory and Psionic Focus techs already researched.
Start with a Psi Academy building on your planet, producing +1 Psion Job per 25 Pops
You may also find a couple of new psi techs: these techs are available to anyone with the Exigency mod active but you're much more likely to get them with Psionic Heritage.
(Credit to Alfray Stryke for letting me see how he added starting techs in his God-Emperor civic mod. Psionic Heritage was my first civic, back in the day!)

SAPIENT INTERVENTION
-Origin
-Must not be Spiritualist
Begin the game with The Supercomputer relic, and the ability to upgrade it by spending Minor Artifacts, improving its passive and active effects
The Supercomputer (at level 1) passively grants Encryption and Stability bonuses but does of course occupy a relic slot.
The active effect consumes energy for a stronger version of the buff. Ten year duration, shares cooldown with other relic active effects.
Special event edict once you have a fully upgraded Dyson Sphere. But maybe save your game first...

PLANETARY SENATE
-Must be democratic
Doubles the Unity produced by factions
+1 to leader pool and -50% leader upkeep
+1 Registrar job per 20 pops, producing Unity, Trade Value and +2 to Edict Fund
+50 Trust Cap but -33% Trust growth
-10% Unity
-1 Influence
Influencing an election costs 4 times more Unity than usual

MANUFACTURED SPECIES
-Can't be used with Syncretic Evolution or any origins/civics that aren't compatible with Syncretic Evolution (such as Life-Seeded etc) however it can be used by Megacorporation empires
Cannot be added or removed after game start
-50% Xenophile attraction
+0.5 Organic Pop Assembly
Start with two additional bonus pops with the "GEF" trait:
-Costs 2 trait points, can't be combined with most other traits
+5% happiness, +5% Worker Production, +20% Habitability, +50% Army Health and +50% Pop Assembly Speed

ONLY WAR
-Must be Militarist
In the grim darkness of the far future...
Allows access to every option granted by the new True Warfare policy, regardless of your empire's ethics
-5% Unity
-5% Happiness
-5% Research speed

NIGHTMARE CONGLOMERATE
(a fusion of Decadent Conglomerate and the old Industrial Nightmare)
-Megacorp only
-Cannot be egalitarian
-Most Empires have a lower Opinion of you
Access the new Industrial Core and Galactic Refuse Centre planetary designations
Spend large amounts of Influence and Alloys to build Industrial Superscrapers on your worlds, granting jobs and production bonuses at the expense of happiness and planetary habitability
Unlock the Absurd Excess edict, spending consumer goods to double your Influence production

DATA LIBERATORS
-Megacorp only
-Cannot be authoritarian
Produce 0.25 of each Research type per trade value
Authoritarians, Xenophobes and most other Megacorps have a lower opinion of you
+2 Codebreaking
+5% Market fee
-25% Diplomatic weight from technology

ENGINEERING WORLD
Start with the ability to build Alloy Forge and Construction Centre starbase modules
Access to the unique Enginespire planetary building
+20% Alloy production but -10% to Pop growth, Physics research speed and Society research speed
251 Comments
Journeyman Prime 7 May @ 6:43pm 
any chance of a 4.0 update old buddy?
Thrice 12 Aug, 2024 @ 2:29pm 
You guys know what wrong with it, but dont post an updated file? .....
HarryBaboon 14 Apr, 2023 @ 4:42pm 
Can confirm missing " still there.
lyra_tcm 16 Jun, 2022 @ 8:45pm 
there is a missing " in the 00_ex_tech file at line 688 leading to the rest of the file not working
Mercury! 27 May, 2022 @ 8:36pm 
thanks!!!
Edcrab  [author] 27 May, 2022 @ 2:01pm 
I'm working over the weekend but afterwards I'll try and update: we'll likely see a basic update for both Exigency and OPC and then I'll add new features later down the line

(For example, if triggered modifiers are functioning as intended again I can revert the starbase modules back to their intended forms)
Mercury! 27 May, 2022 @ 5:11am 
update?
Edcrab  [author] 6 May, 2022 @ 4:10pm 
So you can find the fixed/reworked Manufactured Species here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2804665492

I'm going to hold off on updating the main mod until Overlord drops, as there'll probably be a handful of bugs to fix. Longer term I'd love to make use of the new features in both Exigency and my Overpowered Civics mods: might prove to be beyond my skills, but the new Situations system could make for interesting interactions, e.g., finally having a proper event chain for the Supercomputer relic with Sapient Intervention instead of listing the options on the edict menu
Edcrab  [author] 2 May, 2022 @ 6:38am 
BlackFyre: that's because one of the patches reworked pop assembly so that it's not enough to simply have a pop assembly value, you also need to have one of the methods outlined in game_rules too (such as zombies, Budding plantoids, clone vats), which acted as a major nerf to it. I'm going to rework Manufactured Species as an Origin anyway so I'll see about editing game_rules to return that functionality: that does limit compatibility a bit, as it means altering a base file which I'm loath to do, but we'll see

What I'm thinking: you'll have more Manufactured Species pops, and start with the ability to (very slowly) assemble them, but the Manufactured Species *can't* reproduce naturally, like the clones from the Clone Army Origin
Edcrab  [author] 22 Apr, 2022 @ 1:59am 
Merlin: good catch! Thanks for that. I've noticed there's a few other errors, especially in the localisation files, and I think this is because this upload was a mishmash of other versions so some old problems have crept back into the code. Hopefully I'll get to upload fixes over the weekend

lyra_tcm: Yeah that's a possibility, although it wouldn't work on any mods that rename the stages outright. I could potentially add lots of alernate entries for the more popular mods but I'm still leaning towards the ascension perk route: it was always intended to be an ascension path and requiring a Dyson Sphere was just an easy janky way of delaying the event until later in the game