Stellaris

Stellaris

Overpowered Civics 3.3*
Showing 51-60 of 67 entries
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Update: 7 May, 2018 @ 7:16am

Added Legendary Fleet.

Update: 3 May, 2018 @ 3:27pm

Added GODHEART, for Hive Minds only, essentially a stronger version of Biomatter Mastery (including the same food-based campaigns) that also grants a new "Rapture" bomardment stance for abducting pops (may need tweaking, but it should be a little stronger than the basic raiding stance and should allow you to abuct everyone on a planet instead of stopping at the last 4 pops).

Biomatter Mastery now grants +10% habitability and Stellar Aegis includes a bonus to home territory fire rate and defensive war ship building speed. I've reduced the Low Arcology from Abhorrent Ascendancy down to 1/1 food/minerals from 2/2, but I've added two tiers of upgrades for it tied to tech progression so it can go from 1/1, to 2/2 and finally 3/3 after researching Mining Plants IV. I've noticed that it can be built on habitats, which is entirely unintended, but for some reason the rule that's supposed to stop that doesn't seem to be working so I'll have to address it in a later update. Or maybe I won't, it's meant to be OP after all

Update: 30 Apr, 2018 @ 1:00pm

Bug fix: returned missing modifiers to Eternity Cell

Update: 30 Apr, 2018 @ 12:17pm

Added GODMACHINE, a Galactic Conglomerate and Galactic Annihilators combination for Machine empires, and added Abhorrent Ascendancy, a powerful version of Syncretic Evolution where you start with an immortal main species and 4 nerve-stapled slave pops.

Buffed Biomatter Mastery and nerfed Celestial Servants again (down from +400% production and +15% happiness to +300% production and +10% happiness). But I've relented and didn't remove the Precursor Archive building because people wanted to keep it

Update: 27 Apr, 2018 @ 12:28pm

Added Biomatter Mastery civic, granting access to powerful food-based campaigns. Added +10% Fleet damage and fleet capacity to Galactic Annihilators.

Update: 27 Apr, 2018 @ 3:32am

Very fast patch to stop players being able to cover a single planet with multiple Celestials: it should no longer be possible to resettle them, so you can have one Celestial pop per planet and they pretty much have to stay there. Their stats were a little nerfed too but I kept the happiness bonus for other species because there's no longer a danger of that effect being stacked

Update: 26 Apr, 2018 @ 5:20pm

Added a +15% other species happiness bonus to the Celestial species: of course this won't stop the AI trying to purge or relocate them, so you still need to be careful which AI empire types you give the civic to!

Update: 26 Apr, 2018 @ 4:45pm

Added Celestial Servants civic.

Update: 23 Apr, 2018 @ 9:10am

Initial Upload

Update: 22 Apr, 2018 @ 8:24am

Corrected a bug in previous version: Eternity Cell's bonus energy weapon attack speed wasn't applied correctly