Stellaris

Stellaris

Three Civics Start
25 Comments
Francis 26 May, 2023 @ 5:55pm 
I don't understand how this is the only mod for such a critical oversight in my opinion.
Is this still compatible?
Meltup  [author] 20 Sep, 2022 @ 6:17pm 
I finally got some time to take a look at this mod. There were a couple of minor changes but nothing critical. Updated for Stellaris v3.5 now :nepnep:
Beep 10 Jun, 2022 @ 2:44am 
Any chance for an update?
Meltup  [author] 11 Aug, 2021 @ 5:15am 
@Råb!d
yeah, AI should be able to reform their government and use the free civic slot. However it may take them quite some time to do so :elindustry:
Råb!d 1 Aug, 2021 @ 6:28pm 
I like it,, nice job!

Question: If I leave one of the three civic slots empty, for empires that I don't mind them changing, will they be able to do so?
Råb!d 1 Aug, 2021 @ 10:18am 
I have the same irritation with the ability for the ai empires to change so radically. Ugh!!

I'll give this a try. :)
Meltup  [author] 20 Apr, 2021 @ 1:37pm 
@badatthis
Sorry, I didn't notice the question. But if you are still wondering - yes, it does affect randomly generated races.
badatthis 1 Jan, 2021 @ 9:30am 
Quick question though. Does this affect randomly generated AI races?
badatthis 1 Jan, 2021 @ 9:29am 
This is exactly what I'm looking for. Thank you.
Noah in da House 25 May, 2020 @ 7:16pm 
Finally a mod that only increases it by a small amount. Awesome.
Meltup  [author] 17 Mar, 2020 @ 2:39am 
Updated for Stellaris 2.6!
(but nothing has changed really)
Meltup  [author] 29 Oct, 2019 @ 3:51pm 
Mod is updated for Stellaris 2.5!
Meltup  [author] 29 Oct, 2019 @ 3:35pm 
Wait, did they already release 2.5?! :LIS_poker_face:
Pro_Stitutina 29 Oct, 2019 @ 7:46am 
Update pls, best mod <3
:lunar2019piginablanket:
Meltup  [author] 21 Oct, 2019 @ 12:41pm 
Mod is updated for Stellaris 2.4!
Meltup  [author] 3 Sep, 2019 @ 10:20am 
@NeuralStunner
Thanks! I have updated the mod to modify the tech in it's own file now! :yavannawink: As for UI - actually in the current version there is a slider for civics so it is not much of a problem. In some previous versions there was no slider though so third civic was invisible.
NeuralStunner 2 Sep, 2019 @ 10:57am 
I'd gotten it to work while trying out different modifiers (like admin cap). Apparently it keeps the vanilla modifiers if the replacement tech is missing that block. An empty block (modifier = { }) will force it to only unlock the building.
Also, fixing the civic display: In new_game_setup.gui, search for "civics". Under size, change y from 72 to 105. Also helps to increase the y position for the ethics box by 5 (210 -> 215).
Meltup  [author] 2 Sep, 2019 @ 6:55am 
@NeuralStunner
Could you elaborate more on how you managed to do the override via it's own file? I tried to move my version of "Galactic Administration" technology into "zz_threecivicstart.txt" file but the game does not use it then (loading the original version with +1 civic).
NeuralStunner 31 Aug, 2019 @ 8:45pm 
I like this idea (after seeing the AI gut some of my custom empire designs), but I have a small suggestion: Please move the modified tech to its own file (E.G. zz_threecivicstart.txt), for a less intrusive change. (I've tested this in a local mod and it works fine.)
Dominula Local 26 Jun, 2019 @ 6:56pm 
It just makes sense!! Thanks for making this mod.
Meltup  [author] 7 Jun, 2019 @ 3:21pm 
Mod is updated for Stellaris 2.3!
Meltup  [author] 6 Jun, 2019 @ 7:15am 
@Hubwubbub, yes, I will be updating it on this weekend.
Hubwubbub 6 Jun, 2019 @ 1:15am 
Hey will this be updated to 2.3? Great mod.
Meltup  [author] 28 Sep, 2017 @ 10:44am 
@flamingeye, strange, it works perfectly for me! Maybe the issue is within another mod?
flamingeye 27 Sep, 2017 @ 11:19pm 
Great Mod

However jus a heads up ... doesn't work with Machine expansion, the civic screen is blank if you choose the 'Gestalt/Hive Mind' middle button