Stellaris

Stellaris

Overpowered Civics 3.3*
Showing 31-40 of 67 entries
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Update: 2 Jan, 2019 @ 6:02pm

Fixed an issue that occured when a user combined an Exigency civic with GODMODE

Update: 31 Dec, 2018 @ 1:18pm

Wondrous Vault now unlocks a policy: you can use it to enable or disable the bonus strategic resource jobs so that you don't have to handle excess production that you don't necessarily need

Knowledge Keepers now grants +1 Archivist job per 33 pops: a specialist producing 12 of each Research type for 2 energy

Update: 29 Dec, 2018 @ 4:20pm

Removed a few orphaned event files

Update: 29 Dec, 2018 @ 5:24am

Tagged on +20% pop growth for Perfect Unison and +33% for Biomatter Mastery

Wondrous Vault now grants one of each synthesiser job per 20 pops— chemists, gas refiners, translucers— so should help production scale in to the late game

Knowledge Keepers has been reduced to +20% Research speed (down from +25%) but it now adds a Researcher job per 10 pops

Update: 27 Dec, 2018 @ 5:20pm

Removed bugged bombardment stances: instead Galactic Annihilators now includes a +30% bombardment damage bonus which in turn means GODMODE now grants +60% bombardment damage

Update: 20 Dec, 2018 @ 4:43pm

Updated to 2.2.2, otherwise no changes made

Update: 18 Dec, 2018 @ 8:50am

Re-added Abhorrent Ascendancy! Thanks again to Red-Eyed_Fairace for showing me how the secondary species mechanics changed for 2.2

Slightly buffed GODMACHINE and GODHEART, with +30% Assembly Speed and +30% Pop Growth respectively. Galactic Conglomerate now includes a -35% reduction to Branch Office cost as an added bonus for any Megacorporations using that civic

Update: 17 Dec, 2018 @ 12:35pm

Slightly reworked Divine Power. Trust bonuses are maintained, but the 25% Research speed has been replaced with +10% Research and +10% Unity. And, at long last, the Divine trait now includes a +25 Opinion bonus if your ruler has it

Update: 12 Dec, 2018 @ 5:20am

Added Wondrous Vault: gives you +5 a month of Motes, Gases and Crystals and also gives you the techs required to extract them yourself from deposits.

Update: 9 Dec, 2018 @ 1:54pm

Fixed a bug where Influence bonuses were listed but not applied: thanks to Draker Raze for catching that one

PSA FOR OTHER MODDERS: the correct influence modifiers are country_base_influence_produces_add and country_base_influence_produces_mult, the versions without the base will still show up in modifier lists but won't actually be applied, just to confuse matters...