Stellaris

Stellaris

Precursor Civics (OUTDATED)
31 Comments
Fenrir (Away maybe for long) 16 Jun, 2020 @ 4:44pm 
Zulu9812 if you doesn't update it anymore please write OUTDATED in the title and/or the description..
ThelianTech 11 Apr, 2020 @ 1:20am 
I would love to see an update for this, As a fellow Modder. i dont doubt this will need a complete rewrite by now. Wish you luck.
sinsforeal 25 Dec, 2019 @ 9:34pm 
Please update
Ragnarok 8 Oct, 2019 @ 3:18pm 
Honestly, outdated or not, this is pretty useful. Hope it gets the love it needs soon.
kamiyosha 23 Aug, 2019 @ 1:05pm 
hello. tried out your mod, even though it said it was out of date. so you know, i did encounter an issue with it, likely cause of the game version (2.3.3). so, i do get some techs unlocked at the start, so that seems to be working. however, the boosts to energy and mats are not there. not sure about that. also, when i run this mod, it causes my game to crash when i open my tech menu sometimes. not sure on that either. i have a heavy suspicion that this is likely another mod im running not liking yours. i'm sure i'll figure that out soon. other then that, i like the idea of the mod, and hope you can update it for use with 2.3.3. good work on it so far.
zulu9812  [author] 14 May, 2019 @ 4:41pm 
I would like to revisit this, but it needs a complete re-work.
HiakyqLite 14 May, 2019 @ 2:44pm 
great mod! will there be an update for 2.2.7?
Knight of the White Sun 19 Jan, 2019 @ 8:51am 
Does this work with v2.2.3 ? The precursor traits does but this one still says out of date. Any news on an update?
Icipher 30 Dec, 2018 @ 11:34pm 
Hey there, just wanted to let you know that your mod still says that its only updated for 2.1.x not sure if something is actually broken or what but hey. thought you might wanna know. Keep it up!
zulu9812  [author] 27 Dec, 2018 @ 1:09am 
What, this one? Yes this will take some re-balancing.
LavaCaverns 26 Dec, 2018 @ 9:47pm 
yep, still says mod out of date tho.
zulu9812  [author] 26 Dec, 2018 @ 2:41pm 
Thanks for the heads up. For some reason, it was hidden because Steam wanted me to accept an updated license agreement. Anyone else seen that?
Lord Hylia 25 Dec, 2018 @ 11:37pm 
there is an error for your precursor traits mod where it says that it is either marked as hidden or there is not permission to view it...
zulu9812  [author] 15 Dec, 2018 @ 11:00am 
It seems to work fine actually, I just need to get round to changing the version number in the text file.
Benaboo Kiggy 14 Dec, 2018 @ 9:34pm 
Great mod, pls update.
Knight of the White Sun 8 Dec, 2018 @ 2:09pm 
Any chance of an Update for 2.2?
Aedan Halcon 4 Dec, 2018 @ 5:58pm 
I thought maybe that was the reason. No big deal this is still the best mod for this and it will probably research them pretty quick anyways.
zulu9812  [author] 4 Dec, 2018 @ 2:44pm 
@Noclah Nadea: I deliberately didn't include techs revolving around robotics, genetics and psi because I wanted to leave that choice up to players.
Aedan Halcon 4 Dec, 2018 @ 7:40am 
The advanced empire is almost exactly what i wanted for my ai human empire (Its my headcannon that FTL travel is much easier than humans ever thought but we kept overlooking it and just kept advancing steadily along) but it doesnt include robots and the fact my human empire from 2200 doesnt have robots always bugged me when were getting closeish to them now. Im curious why they are not one of the techs does it cause trouble with mechanist somehow?
zulu9812  [author] 1 Dec, 2018 @ 10:20am 
@TeamBree’s Greatest Mistake: that only happens when the game is paused at the start of the game. When you unpause, give it a couple of seconds and new research options will generate.
Lord Slime 1 Dec, 2018 @ 8:17am 
There is a bug that prevents you from researching anything in physics when starting the game. Nothing appears in the research options.
Blue North Star 17 Nov, 2018 @ 9:05pm 
Thanks! :D
Gonna test it tomorrow, its pretty late right now.
zulu9812  [author] 17 Nov, 2018 @ 3:21pm 
I've done some play testing without Synthetic Dawn, and it works just fine (the game must automatically bypass those instructions) so I have removed the DLC requirement.
Blue North Star 17 Nov, 2018 @ 3:07pm 
Hm, thanks for the info... I'll get this whenever I start buying DLC's, I don't really feel like taking my chances on whether it will work or not, sorry.
zulu9812  [author] 17 Nov, 2018 @ 2:39pm 
@Sylin: the mod analyses whether your empire is a machine consciousness or not and makes some adjustments to the techs that you get. I don't actually know what would happen if you ran this without Sythnetic Dawn - it might just ignore that part, or it might throw an error.
Blue North Star 17 Nov, 2018 @ 1:58pm 
It says I need a DLC...? (Why)
zulu9812  [author] 17 Nov, 2018 @ 1:04am 
@Stahlherz: this is completely independent of the Advanced Starts option in game set up. Empires with this civic would spawn in addition to those.

@Kepos: this is aimed at roleplay. Getting 20+ techs for free at the start of the match is a big advantage. As an example, I'm currently using Precursor civic for Eldar and Dark Eldar.
Kepos 17 Nov, 2018 @ 12:34am 
Seems like a good base for guided or roleplay MP setup. Thx!
Skootchums 16 Nov, 2018 @ 10:52pm 
If I wanted a specific preset with one of these civics to spawn in my games, would it count as an advanced start or would it spawn in addition to the number of advanced starts I set when I start a game?
zulu9812  [author] 16 Nov, 2018 @ 10:50am 
No, it isn't. No mod that changes gameplay is achievement-compatible.
Phil McGrill (JOI) 16 Nov, 2018 @ 10:12am 
Is this achievement compatible?