Stellaris

Stellaris

Civics and Origins Reloaded (2.3.1)
147 Comments
Sauron's Bro 14 May, 2020 @ 10:03pm 
This is very much broken with 2.7 like causing game crashes. Any plans to update?
It's only game. 27 Mar, 2020 @ 12:23pm 
Ideas hm...
andydig 18 Mar, 2020 @ 12:42pm 
ETA on update?
Xoatl  [author] 24 Oct, 2019 @ 8:12pm 
I have no plans to update this or surviving mars until a little bit into the federations expansion release. I do have ideas though.
Sjru 🐲 24 Oct, 2019 @ 6:45pm 
Update?
Stephen 27 Sep, 2019 @ 9:37am 
I'd maybe make Acolytes give the psionic theory tech option than the actual tech, its quite powerful
felmane 7 Sep, 2019 @ 1:57pm 
Machine cradle and determined exterminator doesn't seem to work, the starting world is still a tomb world and gives unwinnable levels of energy production/mineral production (start with a 10-40 deficit in one or both, but idk if that is specifically caused by this mod)
Xoatl  [author] 20 Aug, 2019 @ 11:45pm 
Also I suppose I dont have to overwrite the vanilla civics files. Vanilla civics should be replaced regardless. Either way any mod that replaces or changes vanilla civics will always be incompatible with my mod since thats exactly what I do. Creating compatchs like Dukkokon did is the only way.
Xoatl  [author] 20 Aug, 2019 @ 11:43pm 
Currently on hiatus but not forgotten, thanks for the bug reports. Keep them coming and they will be addressed when I come back to modding.
DreamSmith 13 Aug, 2019 @ 7:08am 
Machine Cradle and Hive Cluster - Neither terraform option is available if planetary diversity is loaded.
Sjru 🐲 2 Aug, 2019 @ 2:21pm 
Any chance of this being compatible with Augmented Authorities? 👀
Dukkokun 28 Jul, 2019 @ 2:57pm 
Well, I went ahead and created a SUPER DIRTY compatch between this and Starnet. (super dirty in the sense that I kept this mod's weights and everything since Starnet basically only modified weights for the AI).

If anyone needs it, it's here. It will work until someone updates something and breaks it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1818399015
Dukkokun 28 Jul, 2019 @ 2:19pm 
I am also experiencing the same issues that @makeshiftwings is experiencing.
makeshiftwings 25 Jul, 2019 @ 12:48pm 
Is there a way to make this mod work without overwriting 00_civics.txt? It seems like other mods are able to add new civics by just adding new civics files instead of overwriting the base file. I don't know much about modding but I'm having some compatibility issues due to this.
relytor 22 Jul, 2019 @ 1:11pm 
@Xoatl Love the mod very much. Found one little bug: for the Hive Cluster civic, it looks like the link for arid->hive is missing.
Realhollow 11 Jul, 2019 @ 1:33pm 
Hey any chance you can make gatekeeps a little more fun like a reductuion in cost 15% or something as fun as it is the cost makes the civc worthless till mid gate anyway
Theobald 28 Jun, 2019 @ 1:11pm 
It may be because of Repugnant's hidden mechanicsm in hindsight
Theobald 28 Jun, 2019 @ 2:12am 
Hi
I don't know if and with what there may be conflicts, but choosing the Hive Cluster civic, no drones whatsoever are attributed to amenities, slowly smothering the population of the homeworld. With other hive world starts (from other mods) it works as usual.

Maybe something to do with District Overhaul ?
Xoatl  [author] 24 Jun, 2019 @ 4:57pm 
I highly doubt that. There aren't vanilla ecumenopolis, hive, and machine world start civics so when empires with those civics I added are being made the background landscape/city is fucked. Thats the same with other mods, its a hardcode thing last I thoroughly checked and asked around. So don't expect any dev support on anything that isn't a vanilla feature already. I will likely have to do it myself. Also, I am well aware how bugged and messy the game is as a player and modder. Still love it which is why I do this and come back to it. But it's still an unpolished gem like it was when it was first released unfortunately.
THE RIDE NEVER ENDS 24 Jun, 2019 @ 3:48pm 
Wait, that's a vanilla bug? Maybe they will just fix it on the next patch and you don't have anything to do then. I just encountered a massive save-ending bug with vanilla anyways so i'm not in a hurry x) https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-crash-at-the-same-date-on-ironman-save-2-3-2.1193841/#post-25589690
Xoatl  [author] 24 Jun, 2019 @ 3:45pm 
I never play with guarenteed habitable worlds so even if I used one of those civics I would never have encountered this. So I appreciate it when people point out bugs.
Xoatl  [author] 24 Jun, 2019 @ 3:44pm 
Yeah that really sounds like a priority to fix. One of the recent patches in the changelog stated there was a bug where life-seeded would do the same with gaia worlds. I'll look into it as soon as I got time. Thank you Identitools for the heads up. Now that I think of it the other unique starts like with machine and hive worlds will likely do the same. I'll probably revert to the way it was before where an event at game start turns the capital into whatever which should go around the whole guarenteed habitable worlds setting. Or I could ask the planetary diversity crew to see if they encountered and fixed this problem with their unique starting civics (floating island world, crystal world etc). Either way I'll get it done.
THE RIDE NEVER ENDS 24 Jun, 2019 @ 11:54am 
Yep i used that civic and no it didn't happened when not used.
The combination i used was unlimited growth, bustling spaceport and some other minor civic
Gavril 24 Jun, 2019 @ 11:22am 
@Identitools are you using Unlimited Growth when that happens? does it happen when you are not using that civic? Answering those questions would help in tacking the/any bug(s).
THE RIDE NEVER ENDS 22 Jun, 2019 @ 1:02pm 
Yup, two extra ecumenopolises right next to the starting system. Might be another mod interfering (guilli modifiers or planetary diversity) or might just be a bug in this mod, i don't really know much more.
Xoatl  [author] 22 Jun, 2019 @ 12:53pm 
@Identitools, I made the changes i wanted already and should function properly. Are you saying you're getting guarenteed ecumenopolises in neighbouring systems? If that's what's happening that's a bug
@Raminagrobis I'm gradually adding stuff so it would be a constant thing to work on. However you are free to make a submod for French localisation that requires my mod to use. That goes for any language.
Raminagrobis 22 Jun, 2019 @ 8:29am 
Can you making it work with other localisation ? I can make french translation if needed.
THE RIDE NEVER ENDS 22 Jun, 2019 @ 2:50am 
Hi, since you mentionned you are going to do changes to the ecumenopolis start i wanted to ask if this is normal the game gives you two extra ecumenopolises in the neighboring systems?
Xoatl  [author] 20 Jun, 2019 @ 5:37am 
No so I just checked and its only common/government/civics vanilla files that are changed.
Sjru 🐲 19 Jun, 2019 @ 11:02pm 
So it does overwrite any file or not?
Xoatl  [author] 19 Jun, 2019 @ 7:56pm 
It changes as very little as possible. Aside from all the civics files theres very few vanilla things altered. Maybe a building but thats about it. FinaL, depends on the effects you're trying to combine. You'd need to start learning how to mod.
Sjru 🐲 19 Jun, 2019 @ 11:39am 
So what files this changes? Is this incompatible with something?
FinaL 16 Jun, 2019 @ 5:05am 
Noob question: If I want to make several civic mods compatible, what should I do?
Xoatl  [author] 10 Jun, 2019 @ 4:43pm 
Ecumenopolis start is actually a LOT easier after all the changes.
Xoatl  [author] 10 Jun, 2019 @ 4:42pm 
Done
Xoatl  [author] 10 Jun, 2019 @ 4:34pm 
Excellent point, they aren't even that necessary. Going to change that and buff up Patrician Jobs and I'll update soon.
Coal-Fired Strong Methane AI 10 Jun, 2019 @ 11:27am 
Hey so it turns out the Ecumenopolis start kinda suicides in the first month because of the changes to the Ecumenopolis. The districts now require upkeep of special resources.
Xoatl  [author] 10 Jun, 2019 @ 3:33am 
Yeah I doubt blame you. I was pretty frustrated when I found out I couldn't get the machine/hive/ecumenopolis to look nice in empire creation.
Anthony Skunk 10 Jun, 2019 @ 3:15am 
Ended up being the Colourful mod of all things, weird as I didn't think it affected the city tilesets. Well Crises averted and all's good. It's just my OCD wouldn't unsee that. xD
Xoatl  [author] 10 Jun, 2019 @ 2:58am 
Yeah I did, sorry I've been struggling to post a screenshot but my game doesnt have a steam overlay. Anyway, Yeah the first picture is the way it works unfortunately. The other three are weird. I was going to ask you to try just my mod but it seems like you figured it out. Not necessary to delete the comments, no worries.
Anthony Skunk 10 Jun, 2019 @ 2:55am 
Let me know when you see this message, I've figured more out ant was NOT this mod, something I did on my end it seems. I will delete these comments to avoid any confusion.
Xoatl  [author] 10 Jun, 2019 @ 2:28am 
Try starting a game and check your planet and government screen. the city scape appears properly.
Xoatl  [author] 10 Jun, 2019 @ 2:27am 
Yeah just tried, that's exactly how it works. I looked into earlier and there's no way to readjust the background image in the startup menu. Even Planetary Diversity has a similar issue with their hive world start civic on startup. Hive Worlds, Machine Worlds, and Ecumenopolis cityscapes/backgrounds are scaled in a weird way that they appear wonky in the empire selection screen. Probably because the devs never intended you to start with one.
Anthony Skunk 10 Jun, 2019 @ 2:27am 
@Xoatl I mean the Planet background, okay, empire creation screen, City Appearance.
Xoatl  [author] 10 Jun, 2019 @ 2:23am 
By cityset do you mean on empire startup? Yes it will be like that, nothing I can do about it. Or do you mean in the government and/or planet screen? Because that shouldn't be happening. I'll check it now.
Anthony Skunk 10 Jun, 2019 @ 2:02am 
The Ecumenopolis start with Unlimited Growth is a bit bugged I think. Any Cityset I choose is mostly a black landscape. Tried with only this mod and without mods, I have pinpointed it down to this one. It also affects the Materialistic Fallen Empire's Backdrop too. Anymore info you need, let me know.
Xoatl  [author] 9 Jun, 2019 @ 4:57am 
Updated
Xoatl  [author] 6 Jun, 2019 @ 6:03pm 
Interesting, I've spoke with him on the stellaris modding discord. I'll get in touch with him about that. Currently I am playing the relics story pack and I'll be fleshing out my other mod Surviving Mars Start. Once I have that where I want it I will return to this.
Bruorton 6 Jun, 2019 @ 7:13am 
Nice mod, Xoatl!

If/when you do update it, please consider folding in more of cbshing's classic Origin Civics mod (nuclear vault, awakened precursor, etc). They may return to update it, perhaps, but currently it appears abandoned and crashes the game while loading. Anyone who could provide us with that content again would totally be my hero.