Stellaris

Stellaris

!Civics Variety Patch for GVP
Showing 11-20 of 26 entries
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Update: 17 Dec, 2018 @ 7:56pm

v1.3.1.2 (12-17-18)
-Direct Revelation wild cult MttH doubled (felt like they were stacking on top of each other too much), duration doubled (as they happen less frequently, they should last longer).

Update: 17 Dec, 2018 @ 1:34pm

v1.3.1.1 (12-17-18)
-Fixed bug that prevented Warrior Hall upgrades in some cases.

Update: 16 Dec, 2018 @ 7:18am

v1.3.1 (12-16-18)
-Builder Caste: Changed to "Worker Caste," also gives 1 Menial Drone per 20 pops.
-Warrior caste: Instead of morale bonus, gives 1 warrior per 30 pops.
-Royal Caste: Instead of influence bonus, gives 1 Synapse Drone per 40 pops.
-Architect Expert Systems: Doubled bonus.
-Distributed Planning Systems: Now gives -10% pop housing and amenities use.

Update: 14 Dec, 2018 @ 7:04am

v1.3 (12-14-18)
-Brought over all major GVP changes, simply by copying files. This will probably break old saves but will make updating easier and quicker going forward. (Old saves won't work post Le Guin anyway though...) Should also be better in case a mod list contains both this and GVP (entries will not duplicate, one will override the other.)
-Direct Revelation: Removed modifier, effect is now based on random mostly beneficial events (wild cults and their added hedge preacher jobs).
-Big Picture Thinker: now gives bonus to terraform and megastructure build speed.
-Reciprocal Planning Routines: Now provides bonus to admin cap.
-Workers' Councils: Incompatible with Shared Burdens, now increases happiness and political power of workers and specialists.
-Institutionalized Collectivism: Replaced "Not Dem" with "not Fan Auth"; removed ship, building, and district upkeep bonus. Now increases output of workers and specialists, and increases consumer goods output.
-Utilitarian Planning: Removed Dictatorship req, and no longer really a socialist-themed thing. Moved and nerfed upkeep bonus here, nerfed resettlement bonus.
-Chivalry: Requires Militarist and Imperial or, with Aristocratic Elite, Oligarchic. Improves military leader skill levels, allows building Warrior Hall buildings which produce Knight jobs.
-Elected Clergy: faction_influence_add changed to pop_factions_produces_add
-Republicanism: leader_cost changed to leaders_cost_mult
-Utilitarian Planning, Reclamation Pools: pop_food_req_mult changed to planet_pops_organics_food_upkeep_mult
-Cult of Personality: country_resource_influence_mult changed to country_influence_produces_mult, changed slave happiness modifier to war exhaustion modifier (old modifier removed).
-Supremacist Demagoguery, Boundless Spite: Changed rivalry influence gain to increased max rivalries (old modifier removed).
-Enlightened Liberalism, Void Affinity, Astro-Prospecting Mainframe: Changed station build cost reduction to station outpost boost (old modifier removed).
-Business Lobby, Hoarder, Self-Aware Production Targets: country_resource_X_mult changed to country_X_produces_mult
-Lifelong Learning: Changed scientist cost reduction to scientist level bonus (old modifier removed).
-Institutionalized Collectivism, Eusocial Rhythm, Recursive Efficiency Analysis: ship_upkeep_mult changed to ships_upkeep_mult and planet_building_upkeep_mult to planet_structures_upkeep_mult
-Royal Absolutism : Changed to slower pop ethics shift speed (old modifier removed, this is a stopgap until I get something better).
-Public Works, Geosurvey Heuristics: planet_clear_blocker_cost_mult changed to deposit_blockers_cost_mult
-Automated Indolence: pop_robot_production_output changed to planet_jobs_robotic_produces_mult, unrest reduction changed to stability increase
-Planetmind Creativity, Distributed Planning Systems: edict_cost changed to edicts_cost_mult
-Royal Caste: Changed governor cost reduction to additional governor level (old modifier removed), country_resource_influence_mult changed to country_influence_produces_mult
-Gestalt Extroversion: diplomacy_influence_cost changed to diplomacy_upkeep_mult, changed the now-defunct "Federal Unity" bonuses to trust growth and cap.
-Reflective Polymorphism: Changed to flat -33% leader cost (old modifier removed).
-Basic civics incompatible with Corporate authority.
-Supremacist Demagoguery no longer bound to any authority type, but conflicts with Fanatic Purifiers (it was always supposed to be a lesser/poser version of that civic anyway.)
-Commented out or pruned various legacy entries.

Update: 24 Aug, 2018 @ 8:04am

v1.2.4 (08-24-18)
-Hotfix for civic random pick weighting, civics added by this mod became 80% less likely to spawn due to a change in base game weights (maybe). Should now spawn on roughly par with base game civics.

Update: 12 Jun, 2018 @ 4:22am

v1.2.3 (06-12-18)
-Update for Stellaris v2.1
-Minor "Enlightened Liberalism" description change.
-Removed all "anomaly fail chance" related modifiers.

Update: 5 Mar, 2018 @ 7:01am

v1.2.2 (03-05-18)
-Removing deprecated/legacy cruft where possible.
-"Direct Revelation" changed to just require some degree of Egalitarian and Spiritualist because the previous requirements did not work as intended because you can't nest "OR" blocks in a civic prereq definition.
-Removing pleas for help with icon art.

Update: 4 Mar, 2018 @ 9:18am

v1.2.1 (03-04-18)
-New icons thanks to Meltup.

Update: 26 Feb, 2018 @ 7:17am

v1.2 (02-04-18) - The Gestalt Project
-Added gestalt civics (for Hive Minds and Machine Intelligences).
-Changed "Elected Clergy" to now boost to edict length and increase max faction influence.
-Buffed "Aesetic Virtues" because the growth bonus seems uncommonly small.
-Changed "Republicanism" to make recruitment cheaper rather than increase experience gain.
-Buffed "Utilitarian Planning" to double resettlement cost savings.
-Removed "Grandiosity" as it no longer makes sense with the new starport system.
-Added "Siege Mentality" civic (uses old "Grandiosity" icon) that increases starport defense effectiveness.
-Added "Cult of Personality" civic (makes up for SSR, below).
-Changed "Workers' Councils" to include improvement for starbase building build speed.
-Changed "Lifelong Learning" to reduce scientist recruit cost, increase governor skill levels, and increase leader experience gain.
-Changed "Institutionalized Collectivism" to reduce building and ship upkeep (slave unrest bonus didn't make sense on civic that did not require slavery allowed).
-Nerfed "Direct Revelation" effect to bring it in line with the "Courier Network" tradition.
-Removed "State Secular Rationalism" because its most interesting modifier was removed from the game.
-Removed legacy/dummy civics (new patch broke old saves, no longer needed).
-Some modifiers had to be changed to bring into line with 2.0 changes/removals.

Update: 16 Dec, 2017 @ 2:46am

Changed version number to 1.9.*