Stellaris

Stellaris

Overpowered Civics 3.3*
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Update: 19 Apr, 2022 @ 4:02am

Fixed localisations broken by the last update. Tweaked opinion modifiers so that the keywords correlate more obviously with the civics responsible.

Added Endbringer Cult (requires Utopia DLC), a strong civic that lowers opinions of you but lets you start with a bonus equal to 20% of the End of the Cycle modifier. And once you achieve Psionic Ascension, you can start the actual End of the Cycle with the touch of a button (and 500 Influence), if you're so inclined...

Update: 23 Mar, 2022 @ 2:01am

Cross-compatibility for Exigency: Data Liberators and Galactic Conglomerate shouldn't overwrite each other now

Update: 10 Mar, 2022 @ 5:17am

Fixed restricted traits randomly popping up on other species

Update: 8 Mar, 2022 @ 7:51am

Temporarily removed a couple of events that for some reason produced a blank pop-up every few years in the new version

Update: 8 Mar, 2022 @ 7:47am

Fixed new jobs (Vaulters etc) not being filled

Fixed food edicts for Biomatter Mastery/GODHEART (scaling costs might be slightly off, values may need to be tweaked)

Fixed Stellar Aegis special starbase building never actually doing anything. I think

Added an energy superstructure (Novanexus) and an alloy/consumer goods superstructure (Megafabricator)

Most game-start events should actually work now, such as Low Caste bonus pops for Abhorrent Ascendancy

Update: 6 May, 2021 @ 3:19am

Fixed missing localisation files (description text) for buildings

Fixed a bug where the Galactic Conglomerate "Corporate Superscraper" building wasn't granting its +1 Starbase Capacity bonus

Fixed a bug that had Perfect Unison reducing stability by a small amount

Update: 4 May, 2021 @ 3:10pm

Updated for 3.*! See preview image.

Abhorrent Ascendancy is no longer a source of immortality, but the High Caste/Low Caste traits now come with production bonuses and the High Arcology building can grant up to 20 stability (from 4 noble jobs)

Psionic Destiny empires now generate really small amounts of Zro from their Psionic pops, and can construct a building that converts Zro into Influence

Galactic Conglomerate's basic modifiers have been nerfed but its Corporate Superscraper building now adds Starbase Capacity, meaning GC empires can pretty much build as many space stations as they want

Galactic Conglomerate now has a special trade bonus: every point of trade value generates food, minerals, and a tiny amount of alloy in addition to its usual production

Legendary Fleet is now Legendary Spacefarers and includes a starbase construction production bonus

Wondrous Vault's old starting tech bonuses (beginning with the ability to collect from orbital deposits of Rare Crystals etc) have been moved to Legendary Spacefarers

Wondrous Vault's effects are now tied to a new job and building: the job doesn't scale with production bonuses at present but in my experience a Wondrous Vault empire should never be lacking in strategic resources

Galactic Annihilators now grants direct damage bonuses rather than buffs limited to fighting against the crisis

Changed Stellar Aegis from a civic to a starbase building available to Legendary Spacefarers and Galactic Annihilators

Biomatter Mastery's production bonuses are nerfed, but it now grants access to powerful bio-buildings that cost food to build and require food upkeep

(Some of the new buildings lack icons at present, but are otherwise fully functional)

Update: 10 Feb, 2021 @ 4:53am

Reinstated the High Arcology for Abhorrent Ascendancy empires, a sort of souped-up version of the Palace building

Mantle Drills should now give the appropriate job types to machines

Forest Arcologies can now be built on Resort Worlds, but will grant clerk jobs instead of farmer jobs

Update: 6 Feb, 2021 @ 11:52am

Fixed missing building icons

Update: 6 Feb, 2021 @ 10:03am

Added a few more of the "Arcology" buildings, requiring alloys and influence to build. Buffed the existing Low Arcology and Corporate Superscraper buildings and fixed a bug where building either of them would cause elements of the Exigency mod to stop working

And yes, the Plymouth Arcology and Forest Arcology are lifted straight from SimCity!