Stellaris

Stellaris

New Civics and Traits Mod for 2.3.*
ThyronDexter  [developer] 25 Dec, 2018 @ 5:50am
The List of Additions & Changes
For the kind of players that want to know exactly what does the mod add before trying it, here is the non-complete list that, nonetheless, lists all of the most important and game-changing civics that are not just +25% to some stats.

NORMAL EMPIRES
Belligerent Crusaders - Requires: Spiritualist AND Militarist
- Increases Ship Weapon Damage by 10%
- Decreases Opinion of non-Fanatic Spiritualist, non-Gestalt species by -50
- Gives a Proselytize Casus Belli towards non-Fanatic Spiritualist empires. Victory gives a bonus to opinion, shifts the target empire's ethic towards Spiritualist and gives you 1000 Unity
- Temples increase Naval Capacity (alongside other bonuses)
- Your Pops have innate +50% Spiritualist ethics attraction

Party Heart - Requires: Fanatic Xenophile
- Increased initial Opinion of all other Empires by +50 (if they're not Hive Mind or Determined Exterminator)
- Increased Opinion of Xenophiles by +100 instead of +50
- If an AI empire has the Party Heart civic, it will have the same opinion buffs TOWARDS you

Gene Tailored - no requirements
- Gives an additional Biological species modification point
- Biology branch research speed increased by 15%
- Your species has the Gene-Tailored trait that can't be removed and gives: +5% Growth Speed, +5% Habitability, +10 years Leader Lifespan

Chosen People - Requires: Fanatic Spiritualist
- Decreases Opinion of Machine and Synthetic Ascended empires by -50
- Your pops are all Latent Psionics, some of your leaders are Psychic
- You can take the Transcendence Ascension Perk without first taking Mind Over Matter (as long as you have three other perks selected first)
- Temples get replaced with Telepathic Nodes that basically do the same thing, but also give planet-wide bonuses to Unity and Society Research
- Engineering research decreased by 10% (for balance purposes)

Industrial Masters - no requirements
- Unlocks the Antimatter Power plant: the ultimate factory building
- Can be built on planets with Planetary Administration capital or higher
- Gives 3 Miner jobs and 3 Technician jobs
- Increases Miner AND Technician outputs on the planet by 10% (stacks with Nexus and Purification Plant)
- Costs 700 Minerals and 100 Alloys

Artisans of Architecture - no requirements
- City Districts and Arcology Districts on all planets give +1 Amenities per district

City Start - no requirements
- You start on the surface of an Ecumenopolis
- You can turn planets into Ecumenopolises right from the beginning, without the need to take the Arcology Project ascension perk
- Creating an Ecumenopolis costs 25% less Minerals
- But... you are not adapted to living on other types of planets (excluding Gaia Worlds). At all.

Peaceful Acqusition - Requires: Pacifist
- Can use the Resource Acquisition trade policy
- Turns 1 Trade Value generated into 0.5 Energy and 0.5 Minerals

Contracted Military - Requires: either Militarist or Fanatic Egalitarian
- Can hire Mercenary Armies with Energy Credits that cost twice more than normal Assault Armies and require Consumer Goods upkeep
- Mercenaries are 50% stronger and 25% healthier than normal armies
- They are also not restricted by the number of pops on the planet

Commercialized Society - Requires: not Shared Burden, Technocracy, Byzantine Bureaucracy, Exalted Priesthood or Aristocratic Elite
- Capital Buildings also give 3 additional job slots for Clerks

MACHINE INTELLIGENCE
Central Assembly Line: upgraded versions of Capital Buildings on all planets add 1 additional Replicator job. The maximum upgraded version adds 2 Replicator jobs. (Replicators are the ones who build more machine pops)

Maitenance Network: each Nexus District adds +2 Amenities.

Tomb of Generations: start on a Machine World. +10% Robot Upkeep.

HIVE MIND
Biosphere Assimilators: start on a Hive World.
Last edited by ThyronDexter; 25 Dec, 2018 @ 6:07am
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Showing 1-3 of 3 comments
Spider 24 Jan, 2019 @ 6:47am 
Do the new government types have their own personalities?
LordofChrome2191 26 Nov, 2019 @ 11:22pm 
For the Ecumonopolis start you should be able to have a basic resource arcology
LordofChrome2191 26 Nov, 2019 @ 11:23pm 
because Eucomonpili are only useful if you have the basic resources to feed them
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Showing 1-3 of 3 comments
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