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@Tzucaza if you want include my civics in your mod quoting me, if you need to know what the code does, I don't remember anything of what my old self did :(
By comparison, I loaded a v.1.6 game and tried the same setup. I ended up with two presentient species on my home planet (annoyingly, both presentients had the exact same traits... instantly making them utterly worthless) and four primitive planets. So the issue is just a version update.
(re)Member Primitives?
Innovative Civics
Here, There Be Dragons
Terraforming Candidates
Yet Another Unbiased Systems
Guilli's Habitat Specialisations
48 Empire Colors Revival
Useful Stations - Version 2.0 Citadel Included
Protectorate Integration Redux
Stellar Council: Federation Election and Laws FIXED
More AI Personalities
Fixed vassal opinions
Expanded Stellaris Traditions - Compatibility Version
More Galaxy Sizes
Pirate Waves 2
Half maintenance | ships & stations
Pop Growth Tweaks
Mercenary Enclave
Faster Leader Pool Replacement (3 Years)
FLPR (4 years, 60 influence)
Logical Purge Ethics
Expanded System Names
Galactic Policies
Federation Leader Notification Mod
Cybrxkhan's Assortment of Namelists for Stellaris
Gods and Guardians
Stellar Council: Federation Elections and Laws
Tom's Fed Mod
Svafa's Expanded Species Traits
Xenology - Traits Expansion
Snowyamur's The Trait Archive
Elves of Stellaris
Enigmatic Fortress All Techs
Extra Events
FTL Rebalance
LEX - Leviathan Events Xtended
Mass Effect - The Asari Civilisation
Megastructures
More Events Mod
More Star Classes
Plentiful Traditions
Proactive and Mobilized AI
Relics of a Fallen Empire
Star Trek Anomalies
Stargate - Asuran Ships
Synths Are People Too
TFW's Bunch of Ship Parts
The Culture (Mephane)
Ultimate Merge Mod
The Unity you get from hunters culture is insane though. After taking out a host of crystals I had enough points to burn through 4 entire ascension trees. Probably a bit overpowered considering I lost zero ships and it took under a year to do.