Stellaris

Stellaris

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p2d's OP traits and civics 3.11
   
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1.918 MB
12 May, 2023 @ 8:48am
2 Mar, 2024 @ 7:30pm
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p2d's OP traits and civics 3.11

Description
3.7 version here (note: traits are much stronger) -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2831116340

This mod adds extremely unbalanced traits and civics, for use by you AND the AI! If you want to be more overpowered, or have more variety in strength between different AI empires, then this mod has you covered!

work in progress, will be finished when I feel like it

If you run into any bugs, please report in the "Bug Reports" channel.

FEATURES
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Added very overpowered traits and civics

TRAITS
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'Generic' overpowered traits added for both organics and machines that provide trait points, all around buffs, and leader traits + councilor traits for all leader types

'Specialized' overpowered traits added as follows:

Master Learner/Revered Scholar: Science buffs, scientist and governor leader/councilor traits

Expert Tactician/Peerless Strategist: Military buffs, admiral, general, and scientist leader/councilor traits

Unmatched Industrialist: Alloy/Consumer Good/Refinery production buffs, scientist and governor leader/councilor traits

One With Nature: Unity buffs, in particular for spiritualists, governor leader/councilor traits

Ultramultiplicative: Pop growth buff, but with penalties

Supernatural strength: Strength buffs, but higher food consumption

Ultra-dense Cache Memory: High leader exp gain for robots, at the expense of reduced leader cap...

Unified Network: Adds unity production to every pop (robot only)

CIVICS
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Added 6 "generic" civics that are bundled with the "generic" OP traits and provide additional buffs

Added specialized civics as follows:

Precursor Archivist: Allows for player to build 1 precursor archives building, which turns its world into a science powerhouse that can build additional Precursor Library districts for more science output. However, this comes with an extreme energy cost. Bundled with Revered Scholar trait. Must be Materialist empire.

Technocratic Utopia: Basically technocracy on steroids, massive science buffs, unity gained from researching techs, but with downside of reduced overall unity production, worse exploration because all the scientists are researching, and less officials and generals.

Defensive Strategist: Adds major buffs for defensive warfare, at the expense of debuffs when on the offensive and during peacetime. Bundled with Peerless Strategist trait. Must be Militarist empire.

Military Industrial Complex: Significantly improves player's military economy and shipbuilding capacity, at the expense of significant civilian economy and pop growth/amenity penalties. Allows for the construction of a Central Command Center on each planet which provides additional military buffs, and replaces some Politicians with Militarist Politician. Bundled with Unmatched Industrialist trait. Must be Militarist empire.
Might have compatibility issues depending on your mods used, see below

Ultra Efficient Industry: Significant reduction to job upkeep and increase in job production, in exchange for significantly longer construction time and higher construction cost. Bundled with Unmatched Industrialist trait.

Ascended Society: Provides free 5 ascension levels on every colony and general buffs to planetary ascension, as well as One With Nature trait.

Endless Swarm: Provides additional jobs for accelerating pop growth, and major buffs to colony ships and colony establishment, at the expense of production penalties. Bundled with Ultramultiplicative trait. Only available for hive minds.

Added "silver" civics (possibly upgradable in future to 'gold' civics):

Centralized Bureaucracy: Provides buffs to rulers, planets with advanced capital buildings, and reduces empire size from pops, but also adds penalties to colony establishment, planets with low-tier capital buildings, and empire size from planets. Favours tall play, is worse in early game but should be much better in late game, in particular for empire size.

Fulfilling Employment Initiative: Provides extra unity from every job, sharply reduced amenity usage, and increased happiness, at the expense of slower leader experience gain, and reduced job efficiency. Requires fanatic egalitarian.

Added "blue" civics (not upgradable, and no unique trait required)

Quantum Cybersecurity Protocols: Provides additional physics research, faster computing research, and better encryption, codebreaking, and infiltration speed. Also, allows for the construction of either a Quantum Encryption Facility, or Quantum Decryption Facility, which will buff your encryption/codebreaking further based on the number of pops on the planet, at the expense of all production on the planet being drastically reduced.

Combat Consciousness/Deep Combat Learning: Provides major base buffs to leader, ship, and army experience gain. As you destroy enemy ships, you will gain additional ship experience, admiral experience gain, and ship speed. The opposite is true as your own ships are destroyed, but at a reduced rate.

COMPATIBILITY
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1. modifies vanilla capital buildings, so any other mod that does that will probably not play nicely with this one (you won't get any ruler jobs from this mod's civics), load order accordingly if you want to use this with another mod that does that.
2.Modifies vanilla economic policies, might run into trouble there if another mod uses them.

KNOWN BUGS
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1. If you add an OP civic that comes with a trait via government reform, it will not provide said trait. Considering this a feature for now because that mechanic is probably annoying for many people.
2. Extra civic slot provided by Flawless Civilization or Unshackled Deities is not usable in the empire select menu. A workaround has been provided at game start to allow you to immediately reform government and add your desired 3rd civic
Popular Discussions View All (1)
0
13 May, 2023 @ 4:57am
PINNED: Bug Reports
p2d
17 Comments
XavierMace 13 May @ 7:34am 
@p2d Should you decide to return at some point, just an FYI 4.0 has completely broken the mod.
p2d  [author] 1 Nov, 2024 @ 6:07pm 
not at this time sry
KuroSeishi 30 Oct, 2024 @ 8:12am 
are you still supporting this mod mate?
XavierMace 9 Jul, 2024 @ 6:02pm 
Just a heads up in case you haven't noticed this and assuming you're still working on the 3.12 update... Your traits/civics should account for the new ability to play as individualist machines. IE I can take the Flawless Civilization civic as an individualist machine species, but the required Legendary trait requires Bio or Lithoid species.
p2d  [author] 5 May, 2024 @ 8:10am 
Targeting update within 1-2 weeks for 3.12. Might be later because im busy irl
p2d  [author] 1 Mar, 2024 @ 1:31pm 
Update to be delivered tomorrow if no surprises
✞ St. Miz ✞ 30 Jan, 2024 @ 7:44pm 
Thank you for your continued work.
p2d  [author] 19 Nov, 2023 @ 4:11pm 
Required changes for 3.10 are ready, to summarize for the leader consolidation I'm locking leader buffs behind selected subclasses.

Ex: If you have an expert tactician commander, you get the legacy admiral buffs if you select the admiral subclass, and you get the legacy general buffs if you select the general subclass.

Won't deliver this until 3.10.1 at the earliest because the game is stupidly broken right now lmao
p2d  [author] 17 Nov, 2023 @ 9:13am 
going to assume without looking that 3.10 breaks the mod because of the leader rework, I'll aim to have an update within the week
p2d  [author] 18 Sep, 2023 @ 5:07pm 
PSA: In case you started a new game with OP AI civics enabled, you might have a slight issue of fallen empires being able to do whatever they want due to their civics being replaced. If this is the case, simply open the console and type out the command 'effect p2d_fix_fallen_empires = yes' to re-fall them.