Stellaris

Stellaris

Origins Civics - Additional Civics Point
55 Comments
cbshing  [author] 24 Feb, 2019 @ 12:06pm 
@Jin_Cardassian, while I like the idea and I've seen it posted on the forums the dev's are thinking about it in the future, it is not something I have the time to take up at the moment. Changes at work have made my personal life pretty busy and I'm not able to work on mods/play games as much as I did last year.

I believe someday when the dev's implement their own "origin slot" we'll all migrate our mods to make it work. In the meantime we build work arounds and compatches to get everyone's ideas to play nice. It would be nice though if we did have the one "origin slot" so then all of our origin civic ideas could interface nicely with each other.
Jin_Cardassian 24 Feb, 2019 @ 2:55am 
@cbishing On the topic of Origin civics and having a separate slot for them, it occurs to me that this could be a good way to interface with some of the other popular mods with special origin-type civics. I'm thinking some of the unique planet starts in Planetary Diversity and Guilli's Planet Modifiers, Dyson Swarm's start (similar to habitat), Task Force Xeno etc. Some of these have unique quest chains of their own.

As long as they were balanced with other origin civics, it probably wouldn't be hard to patch these civics to fill an "Origin Slot" instead of the normal ones when using those mods. You could save some work and open up some modularity. Does that kind of setup interest you? Do you think it would be worth attempting?
cbshing  [author] 18 Feb, 2019 @ 6:50pm 
@Nemesis & Chosokabe, this will work for Mechanist and AI factions, but it's not ready for 2.2 yet. I'm almost done with the Eternal Leader's update, and once I'm done with that I'll update this one.
Majora 15 Feb, 2019 @ 7:57pm 
Does this work for AI factions?
Sovereign 28 Jan, 2019 @ 9:45am 
Is Mechanists a vanilla origin civic?
cbshing  [author] 14 Jan, 2019 @ 5:57pm 
@Doktor, unfortunately the Eternal Leader & Digitally Eternal will only be available for materialist and spiritualists. But I do have a secret part of the update in the works for other immortal leader types :D.

@crimsonavalon, thanks for your feedback. Once I update the Eternal Leader civic, I'll update this mod. I have some of the code scripted into the beta version and will plan to roll out the fix soon. I know that origin civics are something that is discussed every so often. I hope the devs do something just as fun too!
Jin_Cardassian 10 Jan, 2019 @ 3:20am 
Would prefer the extra point apply only to origin civics. I think it ruins the unique flavor to make origin civics interchangeable with normal civics when starting.

This would suggest the need for some kind of bland default origin civic to fill the slot, providing equivalent bonuses but not necessarily a story chain. Call it "Uneventful Origin" or something, and maybe have it give some flat bonus to stability to represent how square this empire is :steammocking:
Ivan Teurer 30 Dec, 2018 @ 7:47pm 
can you make it that eternal leaders dont need to be materialist or spiritualist? for rp reasons
cbshing  [author] 30 Dec, 2018 @ 6:49pm 
@rainy67, Doktor, & Nilserich, thanks. I'm hoping once I update the main mod to return the Eternal Leader civic I'll update this mod.
Nilserrich 30 Dec, 2018 @ 11:58am 
@cbshing Same here. Only for Origins Civics
Ivan Teurer 27 Dec, 2018 @ 9:45am 
yea
forerunner398 18 Dec, 2018 @ 10:34am 
I would prefer only for Origin, just for balance. I think three is too much.
cbshing  [author] 18 Dec, 2018 @ 9:56am 
@rainy67, it’s on my todo list. Actually, I am curious if folks would prefer just starting with 3 civics for all civics or having the additional point only for Origins Civics at game start like this mod does?
forerunner398 18 Dec, 2018 @ 9:39am 
Can you make this work with the beta for 2.2?
cbshing  [author] 25 Jul, 2018 @ 3:42am 
@Lythrilux™, it’s no problem. I should look into more modding the defines file so you could just select 3 civics at game start rather then having to find the right conditions to get the mod to work. Thanks.
Lythrilux™ 24 Jul, 2018 @ 5:01pm 
Managed to get it working again. It had just been a really long while since I've used it, and I forgot to specific conditions. My mistake!
cbshing  [author] 21 Jul, 2018 @ 5:50pm 
@Lythrilux™ , can you explain to me what bug you are seeing? This code as a country modifier at the game start that grants 1 additional civic point (not in the empire setup screen). You have to wait 20 years though before you can add your third civic.
Lythrilux™ 20 Jul, 2018 @ 7:39am 
Not working :(
cbshing  [author] 4 Jul, 2018 @ 8:29am 
@Chemould, it's the default timing in the vanilla code (see the last sentence in the description). I'm not sure how to change the vanilla code to shrink the timing.
Chernould 4 Jul, 2018 @ 8:04am 
I applied the lost colony civic which replaced citizen service in my custom empire (A human military colony) and when I got the extra civic point, it said I had to wait twenty years? Help?
cbshing  [author] 7 May, 2018 @ 7:06pm 
@Assault Bunny, I understand the confusion now. This mod only adds the additional civic point at game start if you are using an Origin Civic. I bold faced that text in the description now. I might be able to update the mod to make the country modifer appear if you are in game, but it'll be a little while from now before I get to it.
Assault Bunny 5 May, 2018 @ 12:53am 
Ah, I think I figured it out. The mod doesn't work if you don't start with it. I started a couple new games and the extra civic popped right at the start, which might also be unintended behaviour.
cbshing  [author] 4 May, 2018 @ 8:33pm 
@Assault Bunny, I’ll have to try your empire setup and see if I am unable to get the additional civic slot once the game starts.
cbshing  [author] 4 May, 2018 @ 3:15pm 
@Assault Bunny, can you give me an idea of what Empire setup you are running? This mod doesn’t let you pick 3 civics at the game start, but after 20 years you can pick another civic. Starting with Eternal Leader should give you this modifier regardless of having Life Seeded picked or not, so I’d like to understand what may or may not be triggering.
Assault Bunny 3 May, 2018 @ 11:05pm 
Doesn't seem to be working
cbshing  [author] 30 Apr, 2018 @ 11:44am 
@Assault Bunny, I just updated for this last night. Still need to go through all of the documentation for all of the changes.
Assault Bunny 29 Apr, 2018 @ 4:08am 
If you can add an option for this to trigger from dev origins, that would be perfect. I can get my immortal leader on my life seeded world, and not have to try to rush the empire captial tech to get inward perfection
Commander Jake Sulli 10 Apr, 2018 @ 3:38am 
Can confirm that it is now working! Not sure what the cause was, sorry xD
cbshing  [author] 24 Mar, 2018 @ 8:24pm 
@TwinMoonTerror, I gave it a try as Gyrvendal suggested and the game does not let you pick a 3rd civic at the start menu. Therefore, there's no difference between the modifier I add at game start and if the modifier was included with the civic. I'm going to keep the mod as is, though I might also make the dev's origin civics (Post-Apocalypse, Life-Seeded, Fanatical Purifiers, etc) have the same mechanics.

On a story note, I updated the mod to include a Dyson Engineers start. Start with a partially constructed Dyson Sphere and a built up home system with some engineering tech and engineering research bonus, but a malus to physics and society research.
TwinMoonTerror 20 Mar, 2018 @ 1:46pm 
@cbshing Appreciate it! Wish more people focused on flavorful stuff like this instead of just adding more ways to do the things that are already in the game. I love shit that encourages me to play differently!
cbshing  [author] 20 Mar, 2018 @ 8:29am 
@TwinMoonTerror, I can take a look at what Gyrvendal suggested, but I am not sure if it will make a difference in the civics selection screen (ie let you pick three civics). If it does I’ll make that change, maybe by the end of the week (working on updating MRBX mod). I cannot make the civics actually “free/removable” since the events I wrote are dependent on them. Thanks, I hope I can bring more updates soon. I’ve almost completed the new text for the new Alien Message event chain, but now I need to write the code mechanics and do some testing. I hoped to do it this past weekend, but I ended being out of town for most of it and then got caught up updating some of my outdated mods.
TwinMoonTerror 20 Mar, 2018 @ 7:12am 
I don't know if it would be a big pain in the butt for you but I would really enjoy a version of the mod that does something like what @Gyrvendal mentioned. I have a civic pack that absolutely requires two specific mods so I can't take the Origin civic temporarily. Having these Origin civics just be free on choosing would be awesome.

I love the origins though. So much flavor! Thanks for making this stuff.
cbshing  [author] 27 Feb, 2018 @ 8:19pm 
@Laakem, the issue with Voidborne and Codominant Evolution should be fixed now. Sorry about that!
cbshing  [author] 27 Feb, 2018 @ 2:01pm 
@Ethredel, I hope the devs can fix it. I looked back and the patch notes I saw this from was 1.3 (predating civics), so I don’t know if this bug has just been around since 1.6 or is new to 2.0.

@Gyrvendal, it would be better to have it in the civics to make it free, but I did it this way for greater flexibility. I can also make the bonus civic point available for the base game permanent civics without needing to overwrite the code. So if someone asked me to I could give the bonus to the base game civics as well.
Ran 27 Feb, 2018 @ 1:46pm 
Would it not be simpler to add the "country_government_civic_points_add = 1" modifier inside the actual civic you want to make "free"? Just sayin...
Ethredel 27 Feb, 2018 @ 8:08am 
Oh well, I'll just have to submit a bug report then. Thanks for your time anyways! Great mod, enjoying the origins civics a lot. They add some nice backstory for maximum RP value (and better gameplay as well!). :steamhappy:
cbshing  [author] 26 Feb, 2018 @ 7:41pm 
@Ethredel, I'm not sure 100% sure, but I think its actually a game bug. I thought a couple of patches ago the devs had made it so custom titles do not get overwritten, but you are experiencing this issue:steamsad:. I suggest you submit a bug report.
Ethredel 26 Feb, 2018 @ 7:34pm 
Should probably mention that my title was a custom title made during empire creation, and not a direct result of my previous selection of civics.
Ethredel 26 Feb, 2018 @ 7:28pm 
Is there any way to prevent the government reform (when you pick the extra civic) from changing the titles of the rulers and heirs? My God-Emperor was suddenly just a regular old High King. Not quite as dramatic. :steamsad:
cbshing  [author] 26 Feb, 2018 @ 7:11pm 
@Laakem, I know what's wrong with this. I forgot to add codomination evolution and voidborne to the list of civics that this point is unlocked for in the base mod. I'm in the process of updating the base mod, so it might be a day before I release the fix. Thanks for pointing it out.
Kaal 26 Feb, 2018 @ 6:47pm 
This doesn't seem to work for the civics that require a dlc.

As when I was using the "codominant evolution" civic the trigger to add the modifer wouldn't work, and noticed an ai with "voidborne" civic also did not have the ability to add an extra one.
Then tried out "eco disaster" on a new game and it worked fine.

Not sure if it's for all the ones that require dlc but certainly seems like the ones that require utopia break something.
cbshing  [author] 24 Feb, 2018 @ 8:04pm 
@Senovii, it does not affect the tech and is instead a fourth civic point.
Senovii 24 Feb, 2018 @ 7:53pm 
Does this mod affect the technology that gives you an extra civic? Meaning, if I have already added the third civic after 20 years, will I still be able to get the forth one when the tech is researched?
VikingWarrior 17 Feb, 2018 @ 9:23am 
No, thank YOU for a great mod, @cbshing :)
cbshing  [author] 17 Feb, 2018 @ 8:19am 
@VikingWarrior, on another note, I will also plan to update that message you see in the beginning to say in 50 or so years instead of within 50 years to lesson that confusion. Our scientists in the future still struggle to predict the weather. Thanks!
cbshing  [author] 17 Feb, 2018 @ 8:14am 
@VikingWarrior, no, you should still be ok. In 50+ years your home planet has a chance to begin to destabilize. Probably by year 60 you will start to see events on your homeworld about how the climate is changing or earthquakes start to occur. At some point in time your scientists will then tell you they estimate there are 10 years left for your planet, which you will either save it or be forced to abandon it since it turns uninhabitable.
VikingWarrior 17 Feb, 2018 @ 6:53am 
So, I took the "Doomed Planet"-civic as the humans, and at the start of the game got a message saying that the Earth would become uninhabitable within 50 years. 2250 came and went, and so did 51 52 and 53. Currently in 54. Is this a bug, or did I somehow screw it up by moving my capital away from Earth and resettling its human inhabitants (leaving only the robots in place)?
cbshing  [author] 16 Feb, 2018 @ 4:21pm 
Yes, currently the AI will get these bonuses too if they use itt
Commissar Moon 16 Feb, 2018 @ 4:12pm 
Does this mod effect the AI?