Stellaris

Stellaris

Xtra Civics
36 Comments
Beast-Storm 8 May, 2021 @ 6:06pm 
When can we expect this mod to be updated?
Dr Jimothy 20 Jan, 2021 @ 11:30am 
Good mod-crafter: this mod says it lacks a "descriptor file"... It will not let me turn the mod on so I assume it's a necessity of some kind.
Beast-Storm 15 Mar, 2020 @ 4:34pm 
Got another crazy Civics idea for you.... what about a Citywide Hospital Complex??? :D
Hopses 22 Dec, 2019 @ 2:38am 
@Fracture, theres the More Civic Points mod allowing 5 civic points even at the start of the game
Fracture 29 Nov, 2019 @ 5:07am 
Is there a mod to change the civics screen when you go to reform your government so you can add more than 9 civics?
KhalunQalli 24 Oct, 2019 @ 7:31pm 
Genetic Perfectionists currently do not start with the technologies. Please fix!
Hazardous 6 Oct, 2019 @ 8:53am 
Are ypu supposed to be able to get the genetic perfectionist civic after the game has already started?
Tintenfisch 5 Oct, 2019 @ 12:23pm 
Hi here is some balance suggestions, I think it may be better if Planetary Universities and Musical Culture getting some......mathematics modification, for example, the University Building only provide 1 Lecture and 1 Student at the beginning, but provide 1 Lecture for every 50 pops and 1 Student for every 20 Pops, and the Musical Hall provide 5% happiness for the Planet. So both Civics building will not be too powerful at the beginning and useless in the late game.
The Durutti Column 27 Sep, 2019 @ 8:59am 
Very interesting. Always like new civics.
cubelith 27 Sep, 2019 @ 8:55am 
These ideas sound rather cool at first glance, I'll have to check them out!

However, it would be better if you made the description here more detailed - how many jobs do we get from the new building, and what do they do? This way it would be easier for people to judge whether they find this mod balanced
RosewoodWeevil 27 Sep, 2019 @ 3:03am 
theres a typo in the description it says "Reduces Blocker Clear Time by -50%" twice instead of one of them being cost
Eisvisage 27 Sep, 2019 @ 2:31am 
@kjumper I don't fully agree with you: Only a 20% growth bonus would be fairly boring, a small number of early game techs and maybe a trait can bring it up there all on their own. That wouldn't be worth a happiness malus at all, since those techs come without one too.
I would rather say there should be an additional drawback to it (*not* increasing the happiness malus), like a production related one (since a pregnant [insert_species_name] wouldn't be able to work as much if at all. Considering happiness is already reduced so much, maybe 10% to Worker job production? That is after all the category most of the extra citizens would find themselves in.
kjumper 27 Sep, 2019 @ 1:05am 
As for Forced Reproduction, population growth is key in 2.3, making 50% an insanely large bonus. That being said, 20% is a very large happiness malus. I'd tone down both of these, the pop growth moreso. Maybe +20% growth but -10% happiness?
CO2blast 26 Sep, 2019 @ 7:19pm 
Genetic Perfectionists really should decrease society research, at least biology research
Hazardous 26 Sep, 2019 @ 6:14pm 
I like genetic perfectionist as it is. if you don't like it, don't use that ethic.
jakran 26 Sep, 2019 @ 8:38am 
Most of these are pretty neat and balanced. The Terraforming one is ridiculously OP though. Think more like a 10% discount and increase to speed. Genetic Perfectionists also seems a bit much.
Fractalite 26 Sep, 2019 @ 8:26am 
Genetic Perfectionists is maybe a touch too much don't you think? The others are kinda cute.
AlienFromBeyond 24 Sep, 2019 @ 5:24pm 
No problem, I was quite surprised when I saw it's how the game works.
Kirksko  [author] 24 Sep, 2019 @ 5:23pm 
@AlienFromBeyond,

Thank you for bringing this to my attention! All "Xtra Civics" job categories have been fixed, and now show the pop production and all in-game modifiers that affect it, eg; high stability.
Alleviated Aubergine 24 Sep, 2019 @ 2:05pm 
@MayhemX8 Sounds like Brave New World.
AlienFromBeyond 23 Sep, 2019 @ 10:26pm 
The Thought Police jobs have no category, which it seems means they benefit from no bonuses to pop job output such as from high stability on the planet. First time I've seen that the game actually behaves this way. You might need to check the jobs from the other civics as well then. I believe the game does let you create new categories so it shouldn't be a problem.
Journeyman Prime 23 Sep, 2019 @ 6:09pm 
Looks like you aren't going to run out of ideas any time soon eh? lol
Aþi 22 Sep, 2019 @ 10:43pm 
great mod
Da Giant Rat 22 Sep, 2019 @ 8:27pm 
Requirements:
Fanatic spiritualist
Militarist

Notes:
Due to how good the rewards for winning this type of war, the reasons for accepting for white peace and defender surrender have a modifier that will massively increase the negative reasons, making this war much harder to win. The exact numbers and modifiers are not set in stone and are open to tweak and edits. If it is possible, there could be a way for the defender to call in other non-spiritualist empires to help even if they have no political association. The icon for the civic would be a crusader helm.
Da Giant Rat 22 Sep, 2019 @ 8:27pm 
On surrender of attacker:
-50% spiritualist happiness
-50% spiritualist attraction
+30% materialist attraction
-3 influence
-50 cohesion
-30 opinion for spiritualist empires

On white peace:
Defender will adopt spiritualist ethics
+20% spiritualist happiness for 30 years
+20% spiritualist attraction for 50 years
+15 opinion for spiritualist empires

On surrender of defender:
Defender will adopt spiritualist ethics and all occupied territory will be annexed by attacker
+50% spiritualist happiness for 30 years
+50% spiritualist attraction for 50 years
+30% militarist attraction for 50 years
-25% materialist attraction for 50 years
-20% pacifist attraction for 50 years
+30 opinion for spiritualist empires

Da Giant Rat 22 Sep, 2019 @ 8:26pm 
Here's one:

Crusader State
The church has decided that the galaxy requires liberation of the spirit from the dirty godless heathens.

Effects:
Able to declare the crusade casus belli on non-spiritualists which grants:
+20% ship and army morale
+10% ship and army damage
+30% spiritualist and militarist happiness for duration of war
-30% materialist and pacifist happiness for duration of war
-20% materialist and pacifist happiness for 30 years after war

Dementio223 22 Sep, 2019 @ 9:19am 
I have one you might like:

Digital Future:
The species has taken robotics to another level, being able to create and form AI for their purposes, with having a person's mind inside one soon achievable.

Effects:
+20% Robot pop build speed
Start with the Droid technology researched
Cannot pick Mind over Matter ascension perk
An additional 4 robot pops added

Requirements:
Must be Fanatic Materialists
Must have the Mechanist Civic.
Journeyman Prime 22 Sep, 2019 @ 6:07am 
Another one:
I know it seems like more of a trait, and maybe it is, but if a society is made of shapeshifters I feel like it wouldn't turn out quite like a normal organic civ, maybe thats just me...

Shapeshifters: This society is populated by a species for whom changing their physical form is a matter of simple thought. This unique talent shapes their society from its very foundation, giving them considerable diplomatic bonuses, increased army morale damage (easy to infiltrate and sabatoge) and unity bonuses, as well as maybe a 2% increase in resources from all jobs (because mining is much easier when you can turn your hands/feelers into shovels right?)
Kirksko  [author] 22 Sep, 2019 @ 6:03am 
@MayhemX8,

That's a really interesting idea for a civic! I'll add it to my list of planned civics. Might take me a while to figure out how to implement it, but i'll try!
Journeyman Prime 22 Sep, 2019 @ 6:01am 
Excellent! I love modders who are open to input!

One civic I would suggest is the idea of a "Mono-gendered Mechanist" society. Now this might be out of your scope, especially since it deals with pop portraits and leader genders, but the idea is that its a utopia/dystopia where the society was once dual-gendered but became mechanist and subsequently replaced one of its genders (male or female) with a combination of sexbots and artificial wombs/sperm. The changes would involve a lot of things, so let me know if you want to hear more, but I'll post more ideas as they come to me!
Kirksko  [author] 22 Sep, 2019 @ 5:32am 
@christophe.poth,
This mod doesn't overwrite any vanilla files, so theoretically it shouldn't cause any compatibility issues. Thanks for the support!

@kjumper,
Thanks for the suggestion! I didn't think about balancing when making the civics, but what you said makes sense! Since it's a building that you can construct from game start, it does now seem a bit overpowered. I'll update the mod today to add some balancing changes. Again, thanks for reminding me that balancing is a thing lol.

@MayhemX8,
Thanks for your comment! Love the suggestion for Basic Assistance and it's effects on trade value and the reason why, i'll change the effects sometime today to be more "realistic" with the effects that a UBI system would actually have. And yes, I do take suggestions. All suggestions are welcome!
Journeyman Prime 22 Sep, 2019 @ 4:06am 
Had a look at the others, fantastic stuff there too. Do you take suggestions?
Journeyman Prime 22 Sep, 2019 @ 3:56am 
I think a more realistic downside to the "UBI" civic would be that you get an empire-wide -30% trade value. Think about it, in a society where socialism is that prevalent there obviously isn't any such thing as a free market. Even if there is, most of the "profits" are more than likely being taxed to hell and back just to support the massive welfare state. It should probably also nerf all resources from jobs as well, since pops who actually work would likely be pretty demotivated knowing that they are working to support the lazy bastards who are abusing the system to get a free ride.
kjumper 22 Sep, 2019 @ 2:42am 
Ran out of characters on the last one. Seven housing is also practically another city district, so especially if this is something that can be constructed early on, I'd tone down the housing of the planetary university significantly, probably 3-4 tops.
kjumper 22 Sep, 2019 @ 2:41am 
Some of these ideas are rather neat. I rather like the idea of Planetary University. However, I think the numbers on several of them are too large for civics that don't "lock in" your playstyle severely in some way. For example, +20% research speed makes the civic, by itself three times better than Introspective (which gives +20% speed to engineering), which is already considered a very good civic. That is also a very large amount of housing to give just for having the planetary university civic.

If it was me, this is how I'd do the civic for more balance.

+5% research speed (I assume the Students and Lecturers give science on their own),

+1 Research Alternative

Can build planetary university (which has the housing attached to actually constructing the building, so that some investment is required)
christophe.poth 22 Sep, 2019 @ 2:11am 
Hi Daddy Kirkskp

Thanks for this mod !

Does it overwrite vanilla files or not ? i'm bit concerned about mod compatibility...

Anyways thanks!

Regards.