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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
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.
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.
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.
-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
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
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.
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?)
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!
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!
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!
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)
Thanks for this mod !
Does it overwrite vanilla files or not ? i'm bit concerned about mod compatibility...
Anyways thanks!
Regards.