Stellaris

Stellaris

CIVIC REDUX
5 Comments
Foxycfreezy 23 Dec, 2018 @ 2:36pm 
Found a bug where all goods on the market no matter the amount sold was the same. Example selling 100 minerals you get 70 energy, selling 10000 minerals at once you still got only 70 energy. Turned all mods but this one off and the problem still presists. This was while using the Beta Patch, which the mod is not currnlty updated to so that may be the problem.
Thanatos996  [author] 11 Dec, 2018 @ 5:20pm 
Thank you for the feed back! I'll definitely keep that in mind. I'm currently working on an update to add many new civics, so I'll go back and adjust the ones I've touched already depending on what people prefer for sure.

I may do a negative-civics-only version, but that's for when I feel confident about the mod being 100% feature-complete.
DerpTheBugbear 11 Dec, 2018 @ 7:18am 
I feel like the negative civics could be made harsher. At least on the two in the screenshots. For example, I never influence elections anyways, and -10% Ethics attraction isn't all that terrible in the end. I'd pretty much always go for that negative civic.

This would discourage, but not prevent stacking negatives to min/max with a billion positives or something. Makes the decision more meaningful IMO.
DerpTheBugbear 11 Dec, 2018 @ 7:03am 
Love the idea of negative civics!

Perhaps we could have a compatability version with just the new negative civics? No rush on that though. It would mean more work for you, updating and maintaining two separate mods instead of just the one.
Kepos 10 Dec, 2018 @ 5:46am 
The new planetary view downgrades any species to be just only workers or specialists. Any special setup seems to be of no worth any longer. Hopefully, your mod helps to bring parts of this lost immersion back into the game.