Stellaris

Stellaris

[OUTDATED] Civics Expanded: Vanilla Overhaul
59 Comments
Hackeysack 16 Jan, 2022 @ 10:40am 
Hell yes I can play stellaris again, you're a dead set legend mate.
MadeinCanada 13 Jan, 2022 @ 1:53pm 
@Hackeysack Yeah that's simple to fix, just need to add the new civics' code to the file with all the vanilla game civics. Then of course alterations may be made for balance's sake
Hackeysack 12 Jan, 2022 @ 4:22pm 
The mod functions almost fine, however when enabled it removes all of the new civics added since the previous update for which CE:VO was updated (3.0 I suppose). My assumption is that it should be fairly easy to make compatible with the newest version? That said, I dunno what the fuck I'm talking about.
Hackeysack 12 Jan, 2022 @ 4:19pm 
Marvellous to hear my love
MadeinCanada 10 Jan, 2022 @ 12:06pm 
This will take place for the main mod, but definitely also this.
MadeinCanada 10 Jan, 2022 @ 12:06pm 
Now, because so much of my time is devoted to work and school, do not expect large content updates often. I will of course work on new updates and features, so keep ideas coming, it's just that it will take much more time. Patches to ensure functionality/bugfixes will be done ASAP when reported.

I have more plans for this, and I really want to work on a bunch of new ideas, and also integrate all the great ideas you guys have, like in the suggestions thread.

I sincerely thank you all for your patience and co-operation, and I hope that we can all make this mod better than ever before! I will send a message here when the new version is up, and I will request ElectroHelal to upload a patch here which adds an ingame event to inform people of the new mod (which can be disabled to prevent annoyance ofc).

-MadeinCanada10

(2/2)
MadeinCanada 10 Jan, 2022 @ 12:05pm 
Hello everyone. I know it's been a while (around 6 months?) and I once again apologise for my absence, I was in a very difficult place and was very busy.

Now, I fortunately plan to return! First of all, the mod needs to be up to date with the current version; I believe it is mainly compatible as of now, but I am sure there are a few issues, so please send those issues here in the comments so I know what to fix.

The new version will be ready soon, hopefully before next week, I'm guessing Saturday/Sunday.

Important! The new mod version will be on a different modpage, and will go under the name of Empires Expanded (a more fitting name I think). This is because ElectroHelal is the original uploader of the mod (before I had Stellaris on Steam) and so I cannot upload patches myself. This transfer will allow me to more easily keep it updated.

(1/2)
Hallin 5 Nov, 2021 @ 6:31am 
If you're desperate like I was, you can fix it yourself.

Step 1 - Find and open the relevant files

Open the mod. It's located in:
Steam > steamapps > workshop > content > 281990 > 2066975513 > common > governments > civics

Open the original Stellaris civic folder. It's located in:
Steam > steamapps > common > Stellaris > common > governments > civics

The text-files you need to open from both folders are 00_civics, 02_gestalt_civics and 03_corporate_civics.
Hallin 5 Nov, 2021 @ 6:31am 
Step 2 - Add the missing civics
Scroll to the bottom of your original Stellaris civic text-files (00_civics, 02_gestalt_civics and 03_corporate_civics). Copy and paste the new civics into your modded text-files!
Note: The names differ slightly, so you can't just open the 00_civics and slap it into your modded 02_gestalt_civics.

Step 3 - Add the conflicting trait statuses
Pleasure Seekers conflict with certain other civics. You can search your original Stellaris civic text-files for "pleasure" and copy the text about conflicting civics (or just grab this -> civics = { NOT = { value = civic_pleasure_seekers } } ) onto the civics that has this onto your modded civic text-file. The civics with this conflict are civic_slaver_guilds , civic_warrior_culture and
civic_shared_burden .
Hackeysack 4 Oct, 2021 @ 7:54pm 
I would love you 5ever if you updated this to Lem.
初雪 15 Sep, 2021 @ 9:00am 
Update for Lem?
Caek 27 Jun, 2021 @ 8:47am 
All in all, I think the perk could do with a serious buff - it doesn't and shouldn't need to be as strong in direct combat as something like Fanatic Purifier or any of the other dedicated combat civics you can't remove, but it really needs at least a little something to make it a better pick than just taking two combat civics and then taking a perk to get pretty much the same effect without locking yourself out. All the other civics that lock a slot tend to come with some serious bonuses in exchange, but Despoilers doesn't, and something like a fire rate boost or other combat bonus would be a big help.
Caek 27 Jun, 2021 @ 8:47am 
Little question, but would it be possible to get a little love for Barbaric Despoilers? I've been testing it out in a multiplayer setup with some friends along with the main Civics Expanded mod, and it feels like it could do with some serious love. It doesn't have any combat buffs whatsoever (and can't be removed, either) but comes with diplomatic restrictions and other issues, so if you want the raider play-style you're legit better off taking something like Distinguished Admiralty and Warrior Culture or something of that nature and then taking Nihilistic Acquisition as the first ascension perk. Sure, you have to give up a perk to get that, but you've got way more perks than civic slots, that's for sure. It is a really expensive civic with no payout other than a casus belli and the raiding stance...and the casus belli goes right off a cliff since it scales off planets rather than empire sprawl.
MadeinCanada 9 Jun, 2021 @ 10:29am 
@Peter34 Well I've been busy with both school and work, plus I've been working on the next update to the main mod, not this submod. I'll work on this when I have time, after the update for the main mod is released.
If you really want to, you could edit some of the files yourself to weaken some civics.
Peter34 9 Jun, 2021 @ 3:36am 
Any progress on making this mod actually try for game balance?
Journeyman Prime 26 May, 2021 @ 11:45am 
@MadeinCanada10 NP bro, no pressure. :)
MadeinCanada 26 May, 2021 @ 10:32am 
@MayhemX8 oh that's for reporting, I'll be sure to go over the files soon
Peter34 25 May, 2021 @ 9:53pm 
Police State giving +1 Encryption (not 2) as well as +1 Stability per Enforcer Job does sound reasonable.
Journeyman Prime 25 May, 2021 @ 5:36pm 
Just tested the mod. Turns out it breaks (if not in isolation then in compatibility) the changes the devs made to some civics in 3.03. Ruthless Competition and Syndicate for example lose their Codebreaking bonuses and return to their old effects. You might want to sweep/skim the code whenever you have time and make sure everything's working as it should. If everything's peachy I'll do some mod testing on my end to see if its an compatibility issue or a solo issue.
Journeyman Prime 25 May, 2021 @ 11:52am 
In addition, bonus Encryption to Police State is just a given. Its a Police State, they would obviously be much harder to infiltrate.
Journeyman Prime 25 May, 2021 @ 11:50am 
2/2 I will admit that maybe 2% stability per enforcer might be too much. Maybe 1% instead. That way 5 enforcers=5 stability, and 10 enforcers equal 10 stability. That doesn't seem quite so underpowered. The current problem with Police State is that as long as its stability bonus remains flat and not based on the number of enforcers, it will only ever be a truly useful civic when you are close to/bordering a Syndicate/Cult or running a slaver/Necrophage empire, or bordering a Subversive Cult of Necrophages...
Journeyman Prime 25 May, 2021 @ 11:50am 
1/2 @Peter34 On the contrary, Police State is far too weak. The whole goal of Police State is supposed to be that you can build Enforcer buildings in place of Holo-Theatres and suffer no ill effects. However, currently in the game an empire that builds Holo-theatres instead of enforcer buildings, even if they have the Police State civic, will economically outperform a Police State empire due to amenities reducing stability on a scaled basis while Police State's stability bonus remains flat.
MadeinCanada 25 May, 2021 @ 11:37am 
@MayhemX8 Some very good ideas! I'll add the suggestions to a later patch after the main mod is updated, and yes, I'll open a suggestions thread soon.
@Peter34 I do agree some of the proposed ideas are quite strong, so maybe I'll play around with the numbers a bit, but the main idea is that all civics are changed; perhaps instead of leaving the strong ones alone, I'll change their effects so that it provides a new experience.
Peter34 25 May, 2021 @ 5:23am 
Merchant Guilds is plenty powerful in vanilla. The point of this mod ought to be to buff only those vanilla Civics that are actually weak.

Police State might need a buff, but not as big as the one you propose!
Journeyman Prime 25 May, 2021 @ 2:03am 
I have some suggestions for the mod, if you care to hear them.

Police State: Enforcers produce an additional 1 Unity as well as 2 Stability each. +2 Encryption

Merchant Guilds: +1 Merchant job per 50 pops, +1 Clerk job per 10 pops, +20% Trade Value

Citizen Service: Soldiers produce an additional 1 Unity, +1 Soldier job per 25 pops.

Actually, if you want to you could open up a suggestion thread for the mod and I'd happily post my thoughts on each civic you've done so far and likely offer my own ideas for others. Either way, you're doing good work.
MadeinCanada 15 May, 2021 @ 9:26am 
@Peter34 The description is outdated, from the old version. I'll work on balancing them tho
Peter34 14 May, 2021 @ 10:32pm 
I'm just going by your description of how your mod changes Functional Architecture. I haven't actually activated your mod, and since I think it's imbalanced, I probably won't.
MadeinCanada 14 May, 2021 @ 11:26am 
@Peter34 Yes, this mod buffs some civics perhaps too much for a normal game, but it's designed for use with the mod Civics Expanded+, which has some more strong civics.

Also, I'm not sure why Functional Architecture is doing that, that should still be fine. I'll check.
Peter34 14 May, 2021 @ 11:19am 
I very much like the idea of a mod that buffs underpowered Civics, but this mod looks as if it is going too far.

…And why are you buffing Meritocracy? Also, have you taken away the extra Building slot unlock from Functional Architecture that 3.0 added?
MadeinCanada 23 Apr, 2021 @ 10:17am 
@Animus Yosho Ah, I see. Hopefully it will be fine, don't think anything would happen from that.
Thank you for the support
Animus Yosho 22 Apr, 2021 @ 7:11pm 
Not sure! I corrected it locally before merging it in Irony because I'm very careful with conflicts and errors in there. I have not notices any problems so far. Love your mods, thanks for the work.
MadeinCanada 22 Apr, 2021 @ 12:53pm 
@Animus Yosho Ah, that is quite foolish of me, sorry about that.

That is indeed the issue, does it cause any issues? It shouldn't do, but if it does, we'll get a patch out soon.
Animus Yosho 22 Apr, 2021 @ 12:50pm 
Error at line: 1112 column: 1 file: common\governments\civics\00_civics.txt.
Please report this error to the author of the mod: Civics Expanded: Vanilla Overhaul.

Error message says:

Error in common\governments\civics\00_civics.txt: Ln: 1112 Col: 1
}
^
Expecting: end of input or statement

Looks like the issue is simply an extra } at the end of the file.
ElectroHelal  [author] 22 Apr, 2021 @ 10:02am 
Mod updated.
MadeinCanada 18 Apr, 2021 @ 6:41am 
@Coffetropie Well it does work, but due to some changes to the civic effects, some civics will have their old effects, this will be updated soon, hopefully in a day, or maybe 2
TTV/COFFENATION 17 Apr, 2021 @ 4:22pm 
Is this still fine or does it need an update aswell?
MadeinCanada 12 Feb, 2021 @ 10:22am 
@Demaar Indeed, it was intended to be used with it, so that the vanilla civics aren't boring/not as useful as the civics in Civics Expanded.
Demaar 12 Feb, 2021 @ 10:11am 
This can be used with Civics Expanded+, yeah?
MadeinCanada 30 Dec, 2020 @ 5:35am 
@TobiaF Well, that mod also modifies some of the vanilla civics, but if you load this after that, only vanilla civics will be affected; the new ones added by that mod should not be changed.
Toby 30 Dec, 2020 @ 4:04am 
Can this work together with Ethics and Civics Alternative, if loaded after it? I wouldn't mind this mod overriding ECA, but I'm afraid that more than just vanilla civics could be affected
MadeinCanada 22 Nov, 2020 @ 1:17am 
@No Name That is planned to happen at a later date, yes.
No Name 21 Nov, 2020 @ 9:07pm 
Will you be changing any of the new civics from necroids?
MadeinCanada 6 Nov, 2020 @ 3:02pm 
@TortoTheConqueror Yes, I plan on doing so on the weekend.
TortoTheConqueror 6 Nov, 2020 @ 2:29pm 
Will this be updated?
Cheato1 22 Jul, 2020 @ 7:39pm 
I know it may not be seen or help but a mod manager may help with keeping mods working in the correct order as the actual launcher is quite crap tbh...
MadeinCanada 21 Jul, 2020 @ 12:32pm 
@spank me daddy Yes, this is an issue with the launcher, as this happens with other mods too. I cannot do much to help, but perhaps simply unsub from the mod, reinstall Stellaris, or verify file integrity, and then resub to the mod (both you and your boyfriend).

If it is still an issue, then check the .mod file and ensure that the mod id is the same on both computers. The final thing to do would be to try to install either the ModDB version both or the PDXmods version.

Apologies that I cannot do more, but this is an issue with the new launcher.
spank me daddy 21 Jul, 2020 @ 9:03am 
i just looked at the feature list and none of them are working, but they work for my boyfriend (read previous comment). identical mods and order, other than those 3 missing dlc.
spank me daddy 21 Jul, 2020 @ 6:20am 
i have the same exact mods and ordered exactly as my boyfriend, but for his game his vanilla civics have additional bonuses that mine do not. such as mining guilds -- mine just says +1 minerals and his has a bonus. the only difference is he has 3 dlc that i do not; humans, federations and megacorp.
Lokii24 14 May, 2020 @ 8:50am 
ahh. ok. sorry to bother you.