Stellaris

Stellaris

[Mod Merged!]Complex Hive Civics
51 Comments
Senmitsuya 17 May, 2024 @ 8:13am 
Do any of these have Node experience bonuses?
Aprosule 3 May, 2020 @ 5:16pm 
Overmind instantly loses the game on startup
Francisco 23 Mar, 2020 @ 6:55am 
Will it be updated to 2.6?
NerdCuddles 29 Oct, 2019 @ 7:39pm 
I think there might be a bug with the Parasite civic, Whenever i play as one i cannot colonize and another bug with Hive World, Everything is 0% Habitabulity.

Are these on purpose or no?
Azerbaijan_Technology 16 Sep, 2019 @ 7:09pm 
Anyway, definatley appreciate this effort, playing gesalts are so painfully bland in vanilla, really makes me wonder why I bothered to buy the DLCs. Anyway, anyone similiar mods for machine intelligence that you would recommend?
Azerbaijan_Technology 16 Sep, 2019 @ 6:56pm 
How come parasitic embryo isn’t compatible with devouring swarm? Might not be balanced but it’s very thematically appropriate.
Boisegangpc 10 Aug, 2019 @ 6:46pm 
The Galactic Gatherers Hive Mind has no localization text. Everything they say just "translates" as "Greetings!"

I had one of them ask me for protectorate status and it was just "Greetings!"

So I think they have a localization file missing or something.

I am using the "Better English Localization" mod, so maybe that might have something to do with it.
Astacius 9 Aug, 2019 @ 7:00am 
@Vern you get your pop automatically, for every 1 pop purged you get 1 pop of your specie
Vern 6 Aug, 2019 @ 6:04pm 
I have the parasitic embryos, how do i use pop ive taken over?
resident_tt 4 Aug, 2019 @ 12:29pm 
I have the same effect as Ser Womp
Astacius 29 Jul, 2019 @ 9:02am 
Parasitic Embryos makes AI empire spawn without a name
Cook Cook 3 Jul, 2019 @ 11:48am 
Took the overmind civic and impossible to start a Game. My empire dies when I start the game. Am I doing something wrong?
키으기 25 Jun, 2019 @ 8:04am 
Thank you I'll use it well
Crusher Bob 24 Jun, 2019 @ 1:03am 
You can probably use on_monthly_pulse (or yearly, or whatever) to give ascension traits to your existing leaders as well.
Crusher Bob 24 Jun, 2019 @ 12:59am 
Have been working on something similar to this, and think I've come up with a much more elegant way of doing it. You make the 'royal' species the secondary one. Then, add an event to on_leader_spawned, where is the leader is from your main species, it gets changed to he royal species. This means you don't have to deal with the headaches of a zero pop main species; you have a zero pop second species instead, which causes much less headaches for wider compatibility. It should also let your royal type leaders pick up ascension if the main species is modded. Not sure if it'll be that easy, but have been basing my work on this mod alot, and just thought of it.
Rice_IS_Nice 21 Jun, 2019 @ 4:29pm 
I think I ran into a bug with this mod. Once I installed it, it says I require the Archtype Biological. There is none listed.
guiltyraven 15 Jun, 2019 @ 6:04pm 
hey an idea for the parasites, could the one birthed from aliens have the planet prefrence of those pops? it would make sense lore wise and give then a pretty good advantage to offset the huge deplomatic penalty. just an idea since im really loving this, thanks for the great work
Complex  [author] 10 Jun, 2019 @ 8:47am 
Hey guys! yes parasitic embryos is kinda evil, so yeah, you will get some negative debuffs once you start parasiting pops

i will update this mod to keep up with the unofficial dlc's civics. prolly this week! stay tunned!
lastofthelight 8 Jun, 2019 @ 6:11am 
Is there any chance you could add in Mutualistic Behavior from your main mod to this? This mod is much smaller; your main one shows conflicts in my mod manager with like half the mods I use.
2000wires 7 Jun, 2019 @ 6:39pm 
Is Parasitic embryos like Devouring Swarm where you have a CB on other organic empires and you don't really have any Diplomacy with them?
Angelic Burrito 6 Jun, 2019 @ 8:41pm 
My only critique is that Overmind seems.. totally badass for roleplay, but a kinda weak otherwise. Maybe I'm just underestimating that +stability though
Angelic Burrito 6 Jun, 2019 @ 8:38pm 
Truly, thank you :)
I love your work, but I prefer this more vanilla-esque, civics only version.
Complex  [author] 6 Jun, 2019 @ 7:23pm 
Uploaded to 2.3, tho i recommend using the merged version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1715190550

which is more polished and balanced
Francisco 6 Jun, 2019 @ 2:47pm 
It will be updated today, nice
Dominic4630 4 Jun, 2019 @ 2:22pm 
thanks i really enjoy the options your mod gives me :)
Complex  [author] 4 Jun, 2019 @ 1:15pm 
Ill update it today in a couple of hours!
Dominic4630 4 Jun, 2019 @ 10:42am 
hey any clue when there will be an update to make it compatible with the new update?
CelticJax 2 Jun, 2019 @ 5:24pm 
Would you ever consider making a Overmind civic for non hive minds? I know it could be alot of work but was just curious. Thanks! :)
Complex  [author] 20 Apr, 2019 @ 1:36pm 
@all Hi everybody! i created a separate mod that compiles this one and adds a bunch of new and more stuff, here is the link, hope you like it!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1715190550
Complex  [author] 16 Apr, 2019 @ 5:07pm 
@ShockMeSane Thanks for the feedback, i did a policy just for AI that will grant them a passive bonus and also buffed research. ill be testing it this weekend for balance!
jeffrey199 16 Apr, 2019 @ 9:09am 
Oh wow, you fixed that bug extremely fast. Awesome! I am loving this mod just to bring a bit of spice to hiveminds.
ShockMeSane 16 Apr, 2019 @ 1:23am 
Enjoying the mod. This is super nit-picky, but if you could capitalize the Connection part of Mycelium Connection in the Civics window, it would be consistent with all other civics.

Also, you might consider disabling Focused Collective for AI, as they can't make use of it. Or at least give it some kind of passive bonus, barring that. Also I think it probably needs a buff in general. I don't know that the Research option is ever worth the stability hit (which effects all production, including research).
Complex  [author] 16 Apr, 2019 @ 12:58am 
@jeffrey199 thanks for the comment and the feedback! i just updated the mod so overmind civic can be used in AI. thanks again for both the comment and the feedback m8!
jeffrey199 15 Apr, 2019 @ 11:11pm 
Hmmm I am loving the mod when I play as your species, however when I set the computer to play as an overlord, they seem to deathspiral, immediately setting their entire population to undesirable and purging it. I ran a test with just your mod (to rule out any others), and created an overmind then set myself to observer, and day one they began purging their host species. While kind of hilarious it's probably not intended behavior :P. It might have something to do with "Default Species Rights" at the top of the species page. I noticed I can't give them full citizenship through that, however I can give them full rights if i just go through the normal "Species rights" button. I'm guessing the AI only operates through the "Default Rights" section.
Complex  [author] 11 Apr, 2019 @ 11:24am 
Hey guys! i added a new mod to the Workshop, hope you like it! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1708586892
Complex  [author] 9 Apr, 2019 @ 6:03pm 
hey confy! i added you to steam so i can solve the issues!
thanks for your feedback!
Boiledteabag 9 Apr, 2019 @ 4:34pm 
I also find it very counter to have parasitic uncomatible with swarm hive minds, as ravanous growth via war is their thing and since the simply kill option is still avalible to them (but eating them is more productive) I don't know just seems like a swarm type of thing to do. Like facehuggers.
Boiledteabag 9 Apr, 2019 @ 4:30pm 
Also with overmind it says gives +5 stability but ingame it showed a -5 stability bonus, and planets show up as 0% habitability (even though I know its a visual bug it might have something to do with the having 2 species thing) Im not a modder so I guessed it is because theres 2 species and its trying to pull from the "leader only" pops and not the other ones.
Boiledteabag 9 Apr, 2019 @ 4:27pm 
Great if you were doing a one planet challange haha but I assume having no species selectable to colonise with is a bug.
Boiledteabag 9 Apr, 2019 @ 4:27pm 
Overmind civic is broken, Your buildings are ruined at start and you cannot colonise planets because no species comes up in the selection list when you click colonise or make colony ships.
Complex  [author] 2 Apr, 2019 @ 9:28pm 
Reuploaded mod and recreated the method to create overmind pops, it should now work with other mods that use generate_start_pops
Complex  [author] 2 Apr, 2019 @ 8:55pm 
@Empirgr @Them8 What other mods are you using? im guessing its a compatibility issue with another mod that uses generate_start_pops
Empirgr 2 Apr, 2019 @ 4:45pm 
Same with @Them8
Them8 2 Apr, 2019 @ 3:13pm 
Overmind seems to cause no pops show up att all for me, causing an instant loss.
Armok 1 Apr, 2019 @ 7:25pm 
@Complex sweet
Complex  [author] 1 Apr, 2019 @ 9:55am 
@Armok im adding 2 new personalities in the next patch

@robow357 added compatibility notes to the desc, there should not be any issues in general. i use tons of mods and dont get any errors

@A.R. thanks! updated the typos!
Armok 29 Mar, 2019 @ 4:52pm 
kinda wonder if this adds in any new ai personalities in conjunction with these civics, would be rather nice as hive minds only have 2 possible personalities, the generic hive one and the devouring swarm
Kaiser 28 Mar, 2019 @ 5:03pm 
Are there any types of mods this isn't compatible with?
Complex  [author] 27 Mar, 2019 @ 11:09pm 
added a new starting civic: parasitic! should have been the 5th civic now that i think about it:steammocking:
Saltmarsh 26 Mar, 2019 @ 1:14pm 
More! Love! For! Hive minds!