Stellaris

Stellaris

Xtra Civics
Kirksko  [developer] 24 Sep, 2019 @ 1:30pm
Civic Suggestions
Post your civic suggestions in this discussion here!
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Showing 1-9 of 9 comments
This is less about a new civic and more of a rework of some of the current ones as it be nice if you could get 30% extra habitability from the Post Apocalyptic civic but in return make it so that you start off with less pops then normal but then also allow Post Apocalyptic to be able to be taken with the Mechanest trait ( I'm trying to make a empire that's based of the new Coalition of Ordered Governments from Gears of War 5)

Citizen Republic could use a rework where instead of soldier jobs giving your more unity and naval capacity I think a much more interesting effect would be that instead worker pops that are unemployed would then be deployed as Militia so then Citizen Republic could be really good towards the late game where you run out of building slots and districts to give your pops jobs.

Another instead idea would be to make a civic based on having another main species that is not syncretic so they can be leaders and researchers. (There's a few Empires that I wanted to try this out like one with Humans and Rochiods starting on a tomb world or a Star Wars based empire where you could have something like the Mon Cal and Quarran starting out on the same planet.)
Sunvaulter82 26 Sep, 2019 @ 7:17pm 
An Idea I've had is this: "Exploration Corps/Guilds/etc" an empire that has a cultural history formed around exploration and discovery. Requiring at least one point of Xenophile and maybe a point of materalist. I can't really think of much for the effects of this civic but a rough outline would be: increased survey speed and anomaly discovery chance, Maybe starts with automatic exploration, perhaps a unique "Exploration Bureau" building or special capital job that generates a few points of society research, The down side could be increased emigration rate and decreased government ethics attraction due to people going off to explore other empires and changing opinions from their travels and/or discoveries.
Journeyman Prime 29 Sep, 2019 @ 9:19pm 
Another suggestion:

Darwinian Hierarchy
Effects:
Leader Level Cap: +2
Leader XP Gain: +50%
Specialist Output: +10%
Leader Lifespan: -20 years
Monthly Unity: -10%

Requirements: Must have Oligarchic or Dictatorial Authority

Description: This violent and chaotic society is ruled solely by those who have proven themselves superior through might, cunning, and ruthlessness. Freedom is not a right, but a privilege granted only to those who seize it by any means necessary.
Journeyman Prime 29 Sep, 2019 @ 9:30pm 
Another civic suggestion:

Eldritch Twisters
Effects: Every month, 1 xeno pop (if any are in the empire) is killed and a new pop of the "Prole" species in the empire is spawned in its place

Requirements: Must have the civic "Syncretic Evolution"

Description: These horrific beings are imbued with terrible power that allows them to bend and twist the minds and bodies of other sentients to make them the perfect thralls.

I came up with this to compliment several of my custom empires, there are the console commands "kill_pop x" and "copy_pop x" in the game, so modding it shouldn't be impossible since I can basically get the same effect via the console. This civic would just do the work for me that I already do manually.
Journeyman Prime 29 Sep, 2019 @ 10:09pm 
Got more! Origin civics this time.

Ancient Architecture
Effects:
+15% Engineering Research
+20% Megastructure Build Speed
-20% planet build times
+20% Ship Hull points
+10% Armor Hit Points

Description: This species evolved on a world where the former inhabitants were extremely advanced, and left their advanced infastructure behind when they vanished. Having arisen beyond the pre-sapient state their forunners found them in, this species has devoted itself to the study and emulation of those who came before.


Ancient Archives
Effects:
+15% Society Research
-30% Species Modification Project Cost
+5 Stability
+10% happiness
Uplift tech as starter tech

Description: The discovery of the Archives was the beginning of civilization for this species. Through the knowledge of the Ancients, a perfect and peaceful society has always been the only reality for these people. Now the Archives tell them that their greatest test has begun: They must ascend to the stars from which the Ancients came, and bring enlightenment to all species of the galaxy.


Ancient Artifact
Effects:
+15% Physics Research
+20% Monthly Energy Credits
+20% Shield Hit Points
+10% Energy Weapon Attack Speed
+10% Sublight Speed
Nuclear Fusion as starter tech

Description: This society's history was radically changed by the discovery of a mysterious alien artifact millennia ago. Through vigorous study they have slowly unlocked its secrets, and their society has made great leaps forward as a result. Energy weaponry has been commonplace for centuries, and nuclear fusion the standard for power generation for decades. Now this fledgling empire reaches for the stars, convinced that nothing is beyond their reach.
Journeyman Prime 11 Oct, 2019 @ 7:40am 
Idea:

Civic Name: Enlightened Theocracy

Description: On the surface this society seems to be a thriving religion, but in reality the faith of the people has been guided to and placed in falsehoods crafted by the predecessors of the current leaders. These religious allegories, metaphors, and characters were meticulously crafted by those enlightened few in order to promote global unity, strong familial bonds, and a sense of community and purpose that the common people would not have otherwise. Through the faith all internal conflicts are resolved peacefully, all grudges end in forgiveness, and the staunchest rivals are made inseparable brothers.

Effects: Leader Level Cap +1, Research Speed +10%

Requirements: Must be some form of Spiritualist
Nighthunter 22 Oct, 2019 @ 2:28am 
Maybe do a civic only for coustom made empires that make every coustom Empire with that civic allied from the start and one that makes a coustom machine Empire allied with the contingency
New Civic Ideas:

Mega Indutrialization:
Corperate Civic
cannot use Criminal Sydricate civic
Must be some degree of Materialist

this government can trace its origins back to an intense industrial corperation that steadly rose to power once the world became polluted.

CANNOT BE ADDED OR REMOVED AFTER GAME START
Capital is a new planet class called "polluted world"
Changes governmet type to Industrial Corp (this government is a vast megacorp,whose governemt relies on intense industrial practices)
Habitability Cap:-80 for xenos
Can Build Planetary Production Supercomplex (+50% Miner,Technition,Artisan,Metalurgist output,75% pop growth reduction,gradually turns planets to Polluted worlds)
Can build unique holdings that provide the overlord with more goods but turn the subjects worlds to polluted worlds
Polluted Worlds:rocky world with a choking atmosphere of industrial pollution. its ecosystem is no longer intact. without speical genetics,biological life is inpossible. (uninhabitable for species without a speical trait)
Adds a new trait to the starting species called "Industrial" that allows inhabiting Polluted Worlds and rises artisan,miner,and metalurgist output by 100%
Opinion of empires with the enviromentalist civic is massively lowered and most dimlomatic actions are blocked other than rivalry,insults,declaring war,and sending envoys to harm relations


Endless Food:
Standard Civic (has a corperate version thats identical)
cannot be eglitarian

this system of government has the best food producers and consumers as its leaders

Starting Pops:+5 if added at game start
Pop Growth Speed:+25% (+30% if added after game start)
Pop Food Upkeep:+1000%
Pop Consumer Goods upkeep:-25%
Farmer Output:+100%
All Leaders have the Foodie trait (adds 25 food upkeep thats dobuled with level,but removes unity upkeep)
Leaders cost 500 Food to hire (+250 per level)
Starting ruler is level 10 and has a unique trait that makes his food upkeep 5000
Elections are not held regardless of government
blocks the democratic authorty
(not shown ingame) all leaders say in there distcription that they formerly were farmers


LOCKS OUT ALL ASENSIONS OTHER THAN CYBERNETIC!
Augmented Mind:
hive mind civic

this hive mind has turned to cybernetics to enhance there frail biological bodies. this allowed some drones to become entirely machine,and settle the moon that orbited the home nest. its now covered with machinery.

start with the organo-machine interfacing perk
Start with the World Shaper perk
Start with the Machine Worlds perk with a diffrent discricption
can still take the hive worlds perk though
can modifiy pops to become cyborgs to interface them with the mind like driven assimilator
Starting species has the cybernetic trait
Start with the entire Cybernetics tradition tree unlocked!
Moon of homeworld is a machine world with 5 Mechanical pops
cannot use Single Star II system type because it makes the planet a moon orbiting a gas planet and having a sub-moon is weird
Can sustain Mechancial Pops dispite being a hive mind
Home System planets are all teraforming candidates but they can only be teraformed into machine worlds
starting species can inhabit machine worlds (not shown ingame)
CANNOT BE ADDED OR REMOVED AFTER GAME START!


Nuclear Dupendancy:
standard civic (has coperate version)

this species (coperate version says megacorop) has used Nuclear Reactors before the Steam Engine,and there Industrial infrastructure now relines on nuclear electricity. they discovered uranium far earlier than most.

Replaces technitions with Nuclear laborers.
Nuclear laborers produce energy but reduce habitability cap,Pop Growth Speed,and Happiness.
Replaces Energy Grid with Nuclear Power Plants and a world can have many copies of it
Nuclear Power Plants produce more energy creadits than most energy buildings,but gradually turn planets into Tomb Worlds. this process is sped up the more there are
Cannot Resarch the Fusion Power Tech
Fission reactors produce as much power as a Zero-Point reactor
Adds the Tomb World Prefrance trait
Start on a Tomb World.
Replaces Generator Districts with Nuclear Districts (optional in your mod)
Nuclear Districts produce Nuclear laborer jobs. (can still use standard generator districts if its too much trobble to replace it)
homeworld starts with an extra industral wasteland blocker but with no Sprawling Slums blocker
CANNOT BE ADDED OR REMOVED AFTER GAME START!

REQIRES PLANETARY DIVERSITY-ASENSION WORLDS (does not need planet diversity,link at bottom of civc)
Mineraliszation:
Standard Civic (has identical coperate version)

This empire has advanced mining industires,and this has had a profoune inpact on how they approach planetary ecosystems.

Minerals From Jobs:+1000%
Start on a Stripmine
Home System Planets are all Colonized stripmines
Replaces Miners with Stripminers
Stripminers produce more Minerals then standard miners but also reduce habitability
Cannot use the Core Tap or Agriworld Superprojects
MOD LINK: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3241119393

Toxic Spawning Pools:
This Hive Mind uses toxic spawning agents,and it is very good at producing great numbers of drones in a short time frame. this process is highly distructive to the local enviroment.
HIVE MIND Civic
Can Build Toxic Spawning Pools building
Each Toxic Spawner Drone Grants:
Monthly Organic Pop assembly:+5 Per Industrial District
Habitability:-5% per industrial district
i know this looks like a modified version of the Permiation Pools civic,but i dont see it due to a mod confilct or some other error. adding this wuold fix the issue.
Heres even more ideas:
none of thses can be added after game start

Machine Toxins:
Machine Civic
these machines use very toxic chemicals in its power generation matrix. this has lead to a heavy repair cost,and there energy matrix gradully pollutes there worlds and forces them to make machinery to survive.
Starting planet is Machine World
Starting Planet Prefrence is Machine World
90% of Energy upkeep is Exotic Gas upkeep
Start with Exotic Gas Refining and Exotic Gas Mining Tech
Machine World Habitability:+1000%
Non-Machine world habitability:-10000%
All colonies gradully turn to Machine Worlds
Pops have Significant upkeep on worlds that are not machine worlds
Pops have sIgnificant produciton bounses on planets that are machine worlds
Can Teraform Planets to machine worlds
Start with Teristiral Sculpting

Clone Vats:
Standard Civic (has hive mind vairent)
This Empire has long-sense abandoned feable organic reproducton,and now relies on cloning to survive.
Can Build Clone Vats
Decline On worlds without a soruce of Monthly Organic Pop Assembly!
Adds Vat-Grown trait
Start with Clone Vats on Homeworld
Cannot use Clone Army Origin

Crystaline Food:
Standard Civic (has corperate and hive mind versions)
This Species has biologically Enhanced themselves with Rare Crystals and is now dupendent on them for sutainance and Reproduction.
Must be Lithoid
Replaces Mineral upkeep with Rare Crystal upkeep
Adds Crystalization Trait
Cannot use Scentilating Skin trait
Adds Crystal Dupendncy Trait (forbids natral reproduction and replaces upkeep)
Start With Rare Crystal Mining and Manufacturing techs



Necro-Plauge:
standard civic only
This Species has evolved to Consume and Kill. the remains are then restrored into horrors beyond comprehension.
Can Build Dread Ecampent buildings
Can Have Many Copies of it on one planet
Necromancers now produce Monthly Organic Pop Assembly.
Pops Created by Organic Pop Assembly always have the Zombie trait
All Defense Armies are Undead Armies
All Assult armies are Undead Armies
When a pop is pruged,its Restored as a Zombie of the primary species
start with 10 pops with the Zombie Trait
Species with the Livestock Slavery type Decline as fast as the Extermination purge but provide much more food but dont come back as a Zombie
Start on a Unique planet class called Necrophase World with special districts that provide necromancer jobs
Can Teraform Planets into this unique class
Defeated "anything" can be restored using a special project
+40 opinon with Necroid species
Must use Necroid portraits
Zombies can work Specialsit jobs,with the exeption of necromancers or researchers
Mechanical Pops are purged automaticly into Cyborg Zombies of the primary species that can work necromancer jobs but still not researcher jobs
Start with 5 Pops that are cyborg zombies
Replaces Sioldger Jobs with Undead Soldjer jobs that can only be worked by pops with the Zombie Trait
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