Stellaris

Stellaris

Kek's Origins+ (LEGACY 3.14)
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Update: 23 Feb, 2024 @ 11:13am

(NEW) Genetic Fortitude Civic
+10% Habitability
-10% Pop Upkeep
+30 Leader Lifespan

"This hive has thrived through the eons, its biology naturally evolving to master diverse environments and sustain its ever-growing network of consciousness with efficiency and longevity."

Update: 20 Feb, 2024 @ 1:17pm

The largest update this mod has ever received. Thanks for your patience! Only 7 versions behind!

Origins

Secluded Paradise

- This origin’s code has been completely reworked from the ground up, taking inspiration from Giga Engineering’s Birch World.
- Game now spawns a whole new system and moves your capital into it.
- Now completely multiplayer compatible
- No longer uses initializers at empire creation
- No longer requires pacifist, only requires that you’re not machine empire

Hive Amalgmation

- AI now properly uses decisions and converts planets
- No longer gives +10% food as this is unnecessary given hive mind modifiers already exist. Opportunity cost now baby!
- Halved food costs of all decisions and replaced it with energy costs
- Replaced all event arts with new ones.
- Replaced all event text
- Conquering a Hive Amalgamation empire’s planet while it is being transformed now properly inflicts a nasty modifier that gets worse depending on the step.
- You also now get an event when you are the conqueror when this happens.
- Hive amalgamation empires that lose these planets can reconquer them then continue the process. If they do not regain access to the planet before the negative modifier expires, the hive has to completely restart the process.

Terraforming Pioneers

- Renamed to “Terraforming Pioneers” from "World Shapers"
- Now starts with climate theory as a research option, before it was just given.
- Now grants +10% Terraforming Speed and -10% Terraforming cost (both down from 25)
- Can no longer spawn as an advanced empire due to this breaking the origin for some reason.

Planetary Conquest

- Planetary Conquest has been removed from the mod.
- Removed as much code pertaining to Planetary Conquest as I could find
- If there is a demand, this will return but for some reason I doubt it.

Chosen by Zro

- Renamed to “Chosen by Zro” from "Shroud Touched", as much as I love Shroud Touched I wanted to give this more of an identity as soon I also plan on adding an optional event chain tied to this
- Now gives psi theory as research option instead of full tech
- Surreal visions now effects 3-9 pops instead of just 3.
- Surreal visions SHOULD no longer create multiple subspecies despite having the same traits.
- Simplifies the code, before it specified “NOT presapients, enslaved, being purged, etc etc.” Now, it just targets full citizenship folk, idk why I didn’t do that to begin with.

Codominant Evolution

- Only one change, the game start event that replaces a handful of leaders with members of your second species no longer changes your ruler.

Civics

Swords Into Sanctuaries

- Renamed to "Swords Into Sactuaries" from "Swords into Plowshares"
- No longer reads like a freakin galactic community resolution
- Swapped +5% resources from jobs for +33% trust growth
- Swapped all negative modifiers for a simple +10% cost and upkeep for ships.
- Gave unique building (Might make upgradable? We'll see, culture workers might be a little op if stacked.)

Mutagenic Assimilators

- Made more compatible with other mods.
- Specifically, now uses it’s own assimilation species rights and no longer overrights the vanilla assimilation.
- Now properly gives goodies when pops are assimilated.
- Empires starting with this now have a unique personality that makes them more aggressive (similarly to driven assimilators for machines). This personality tends to favor strike craft.
- Now has CB on machine empires but I might change it to specifically driven assimilators and guardians as they’re the only ones with actual pops.

(NEW) Intrusion Protocols

Requires: Machine Government
+1 Codebreaking
+2 Encryption
+1 official capacity.

"Intrusion Protocols empower this Machine Intelligence with digital infiltration capabilities, breaching the data sanctuaries of adversaries with cold, calculating precision."

(NEW) Cerebral Citadels

Requires: Hive Mind (Not Devouring Swarm or Terravores)
+10% Starbase Hull Points.
+15% Defense Platform Capacity.
+15% Ship Fire Rate in friendly territory.

"In the vast neural network of the hive, every starbase and defense platform forms a fortress of collective will. Their citadels stand as the defensive genius of the hive, turning their domain into a sanctuary shielded by sheer firepower."

(NEW) Nanite Regeneration Grids Civic

Requires:Machine Empire
+25% Planetary Build Speed
-10% District Upkeep

Admirals start with Nano Regeneration Systems trait, granting the following:
+5% Daily Hull Regen
+10% Daily Armor Regen

"Incorporating the marvels of nanotechnology, this machine empire utilizes nanites to optimize planetary construction processes, reducing build times and resource upkeep burdens. Furthermore, it's fleet commanders employ the same technology to witness their vessels restored to pristine condition, untouched by the ravages of battle."

(NEW) Public Forums

- +1 Official Capacity
- +1 External Leader Pool Size
- +25% Leader XP Gain

"This empire thrives on the exchange of ideas, ensuring its leaders emerge from the crucible of public discourse, ever wiser and more connected to the will of the people."

(NEW) Absolute Control

- +50 Edict Fund
- -10% Edict Upkeep

- Access to the Royal Garrison Building:
- Grants 2 Royal Guard Specialist Jobs:
- +2% Stability: The Royal Guards' presence reinforces the population's confidence in the regime's strength and stability.
- -30 Crime: Reflects the effectiveness of the Royal Guards in suppressing criminal activities, ensuring that law and order are maintained.
- +6 Planetary Defense Armies: The Royal Garrison trains and equips elite planetary defense forces, ready to repel invaders and protect the regime's interests.

"Under the unyielding gaze of the ruler, the empire thrives in orderly perfection, its edicts echoing as the absolute commands that shape reality itself."

(NEW) Colonial Frontiers

+1 colony starting pops
-10% starbase influence cost
+25% colony development speed

"In the vast expanse of the galaxy, the Colonial Frontiers initiative pioneers the untamed wilderness, where every new world promises the dawn of civilization. Here, the brave and the bold carve out new destinies and expand the empire's reach across the stars."

(NEW) Innovation Conglomerate

- Gain access to special Trade Policies that convert Trade Value into Energy and either Physics, Engineering, Society, or a mixture of the three
+1 Research Opportunity

General Stuff

- Updated A BUNCH of localization with the help of AI. It’s a necessary evil, I’m bad at articulating myself lol.
- Updated all art with AI generated art.
- All civics now follow the “base” stellaris AI weight. Basically, they are now at the same odds of spawning as all other civics. Some origins are now less likely to spawn in accordance to other AI weights.
- Lowered AI weight of Coalition Against Organics empires to 1. This means it is very unlikely this spawns just in general. If you spawn next to this, you are VERY unlucky.
- Fixed typos
- Replaced corp civic icons to better be in line with the rest and not the wrong color.
- May have missed other changes.