Stellaris

Stellaris

Civic Redux
 This topic has been pinned, so it's probably important
Ungentlemanly Conduct  [developer] 15 May, 2017 @ 10:42am
Civic Redux - New Civics
LATEST UPDATE
Standard Empires

MARCH OF SCIENCE - 10% Research Point Gains. Whenever a Technology is researched, gain a buff based on your Fanatic Ethic.
PROGRESS SHARED - 30% Subject Technology Sharing Bonus. Gain the Epigenetic Triggers tech if you start the game with this Civic.
FOCUS OF KNOWLEDGE - At the start of the Game, choose a Tech Field. You gain 25% Bonus Research Speed to all Techs in that field. Other Techs lose 10% Research Speed.
DIGITAL LIFE - 5% Citizen Happiness, 10% Governing Ethics Attraction and 15% Bonus Unity. +10% Building Maintenance and -5% Energy Gain.
TEST SUBJECTS - Gain the 'For Science' Planet Edict - Removes a Pop, and applies a 20% Research Speed buff for 5 Years. Purged Pops provide Research Points.
SELF-EXPANDING STORAGE - Can build Self-Enhancing Warehouses, which provide Mineral/Energy Storage, and if a Robot is maintaining it, a bonus to all Mineral/Energy production on the Planet.
AWAKENED MINDS (UTOPIA) - +1 Tech Alternative, and double the efficiency of the Technological Ascendancy Perk. Gain an additional bonus based on the Ascension Path you take.
AGE OF STEEL (UTOPIA/SYNTHETIC DAWN) - -20% Robot Build/Maintenance Cost and Build Robots 20% Faster. This bonus increases as you go down the Synthetic Ascension Path.
ROBOTICISTS - +1 Robot Trait Point + 15% Cheaper/Faster Robots. Robot Cost and Build Speed modifier is doubled if the Machinists Civic is enabled.

Hive Minds

LIVING CORE (LEVIATHANS) - Can build Living Amplifiers on Planets to give 10% Army Health, Damage and Morale. The Hive Mind's Consiousness manifests as a powerful Defense Army. If you lose control of your Capital World during a War, destroy the Empire.
UNITED KNOWLEDGE - At the start of the Game, choose a Tech Category. You gain 20% Bonus Research Speed to all Techs in that Area. After 25 Years, it falls into a persistent 10% Bonus and you can choose a new Tech Category.

Machines
THE CORE - Begin the game on a 25-Tile Machine World with enhanced resources.

OTHERS
  • Big Game Hunters - Increased damage to Spaceborn Creatures and bonus Unity when destroying their ships
  • Dark Influence - Bonus Army Power, Border Range and Pop Growth Speed. You must sacrifice Pops regularly on your planets
  • Trader's Cache - Start with a 10 year supply of XuraGel (Habitability), Riggan Spice (Happiness) and Muutagen Crystals (Governing Ethics Attraction)
  • Curator's Cache - Start with 600 Research Points in all Sciences
  • Artisan's Cache - Start with a Ministry Of Culture built
  • Agrarian Photoelectronics - Farms you build have no Upkeep and produce 1 Energy
  • Earthen Connection - Bonus Habitability, doubled for your Primary Species
  • Divine Transcendence - Gain bonuses for each Ascension Perk unlocked
  • Mandate of Heaven - Bonuses to Unity gain and Leader Cap, Skill and Cost. Suffer a Happiness and Unrest drop in a famine, and lost on a successful rebellion
  • Planet Forgers - Start with Terrestrial Sculpting, and get access to exclusive Terraforming tech to Terraform uninhabitable worlds. Cheaper Terraforming
  • Void Engineers - Cheaper Space Stations and Ships
  • Gift From The Gods - Your homeworld is now a 25-Tile Gaia World
  • One Small Step - Start with a colony that has 3 pops
  • Eco Warriors - Cheaper and Faster Blocker clearing. Gain Unity when clearing Blockers
  • Pit Fighters - Unlock a unique building that grants Unity and Stronger Armies
  • Insurgent Power - Cheaper Election Influence Cost and More Governing Ethics Attraction
  • Panem Et Circenses - Faster Shipbuilding and Armies. Can change the bonus on a planet to -25% Food for More Happiness and Less Unrest.
  • Bonds of Unity - Cheaper Tradition Costs
  • Industrial/Commercial/Technological Idyll - Mines/Power Plants/Science Labs give Unity
  • Rights of the Conquered - Less Slave Unrest, and less Tradition Cost Impact for Slaves
  • Money Is Power - Larger Leader Cap and Pool, and Cheaper Leaders
  • Destructive Tendencies - Can use Armageddon Bombardment
  • Pure Bloodlines - Xenos don't count towards Tradition Costs
  • Manifest Desting - Colonies get +1 starting Pops. Your first Colony is finished immediately and gives 3 Pops (brings total up to 5 without Expansion Starter
  • Quantum Masters/Socio-Biological Masters/Masters of Industry - Increased Physics/Science/Engineering Research Speed
  • Tranquil Workers - Unlock a unique building that grants Unity, Happiness and Leader Lifespan
  • Constitutional Monarchy - You suffer no Diplomatic Malus against countries with the ethic you didn't pick for this civic (Authoritarians have no malus against Egalitarians) - 5% Citizen Pop Happiness and Slave Output
  • Alluring Diplomats - 20% Trade Attractiveness and Subject Acceptance Chance
  • Peacekeeping Interventionists - Can demand Demilitarization from a War, weakening the loser's miltary power and preventing them from declaring War - Can use Liberation Wars
  • Keepers of Tradition - Begin the game with enough Unity to unlock a Tradition
  • Dependable Allies - +50 Trust Cap and 5% Unity for each Federation Member
  • Starborn Swarm - Requires Hive Mind - Begin the game under a Constellation of your choice, which rotates every year. Each Constellation grants a different set of bonuses.
  • Behavioural Mimicry - Requires Hive Mind - You suffer no Diplomatic Malus against non-Hive Minds
  • Instinctive Intuition - Requires Hive Mind - +15% Leader XP and 5% Research Speed
  • Nuclear Survivors - Your Species gains Irradiated. Your Homeworld becomes a Tomb World with no Tile Blockers.
  • Stupid Sexy Xenophobes - You suffer no Diplomatic Malus for being a Xenophobe.
  • Star Wanderers - Increased Sublight Speed and FTL Speed.
  • Forces of Darkness - While the Dark Ones are pleased on a Planet, you can recruit a special Army. Increased Army Damage and Health.
  • Free Love - 100% Xeno Migration Attraction. Reduced Tradition Cost for Xenos
  • Big Brother - Unique Building: Correction Facility. Grants Governing Ethics Attraction, and a Unique Planet Edict that will change a Pop's ethics if they do not have your Governing Ethics.
  • Interstellar Dominion - Increased Border Range. Increased Tributary Income and Subject Opinion. Cannot give Full Citizenship to Xenos.
  • Nest Builders (Hive Mind) - Begin the game with a second planet. +25% Colonization Speed.
  • Purifying Presense (Hive Mind) - Begin the game on a 25-Tile Gaia World with extra resources. A small, persistent chance that any planet in your borders moves a step closer towards Gaia.
  • Blood Hunters - Unique War Demand: Blood Hunt. Every Planet for the loser loses up to 3 Pops. Every Pop killed grants 1/10 Month's worth of Society Research and Unity.
Last edited by Ungentlemanly Conduct; 31 Oct, 2017 @ 4:43am
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Showing 1-15 of 18 comments
INeedAnAdult 15 May, 2017 @ 12:00pm 
I love these new civics. I think they do a lot to add to the game and help rebalance some aspects of the game (Looking at you, Agrarian Idyll), while adding in some very interesting ones (Dark Masters, yespls.)

That said, I started doing some testing and one immediately jumped out to me as bit of a problem.

One Small Step gives you a colony at the start of the game with three pops. While fantastic from a RP/Flavor perspective, I don't know that it does enough to warrant a perma-civic point.

The only building you start with is a Reassembled Ship Shelter. A starting colony is good, but the benefit granted is one that depreciates almost absolutely within a decade, which is the longest most will go without building their own colony ship.

Alongside that, the extra population and planet means that starting research is slowed by 11% from the start.

Contrast that to Manifest Destiny which will basically copy the effect of One Small Step (Instant Colony, 3 starting pop), along with giving a perma +1 starting colonist buff.

Without an effect to give it meaning, once other Empires start to establish colonies, I think One Small Step more or less falls off the radar.

Of course, this is all said without seeing the effect of a colony (aside from immediate research slowing) from the start. I just think it might need some other tangible effect to keep once the material benefit becomes neglible.
Ungentlemanly Conduct  [developer] 15 May, 2017 @ 12:12pm 
Hey, thanks for that. I got a reply on Reddit that One Small Step was WAY too strong in terms of starting efficiency, so it's interesting to see the perspective that it's weaker against Manifest Destiny, which does the same thing but for the cost of a colony ship.

I guess it's really the way you look at it. The two Civics do the same, but one has a cost string attached with a permanent buff, while the other is immediate impact with notable strength. Do you want the instant impact and a free set of resources for a Colony Ship but nothing else afterwards, or do you pay for the ship to get the same thing + extra bonus?
INeedAnAdult 15 May, 2017 @ 12:31pm 
Like I said, I havent't run a game through those first 10 years yet with a starting colonoy. It could very well be that the penalty of a starting colony (399 research for basic tech vs 360) is far outweighed once others begin to establish their first colony and you've largely established yours, in theory. OSS just seems a weaker choice against MD since it lacks a passive component (that +1 starting colonist is gonna be nuts with the Expansion Tradition.)

I'm just concerned that any gains brought on by the colony once its established are largely mitigated by the starting research penalties. 399 might not seem like a big deal against 360, but since most empires start with a 5/5/5 research base. Thats 61-67 months for a 360 tech (This was with my Materialist empire), vs 68-78 for the same tech, once colony/pop research penalties get added in.
Klinker1234 16 May, 2017 @ 2:10pm 
Looks cool as ♥♥♥♥♥. Gonna start playing this at once!
TheTeaMustFlow 17 May, 2017 @ 4:49pm 
I like. For Divine Transcendance, could you give a few details on what the bonuses might be?
Xenos 17 May, 2017 @ 11:27pm 
Thank you for the mod, the perks are very interesting, but the overwriting to whole vanilla files heavily limit the usefulness to those that like to use various mods. Can I suggest you to go for a focused overwriting instead of replacing the whole files? Like it has been done here, for example: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=906295690
Ungentlemanly Conduct  [developer] 18 May, 2017 @ 1:22am 
@TheTeaMustFlow - The first two bonuses are for Happiness and Governing Ethics Attraction. I won't give any more out, because that's teasing. ;)

@Xenos - Thanks, I've managed to create a workaround for overwriting vanilla files as above. It'll be implemented next patch. Hopefully makes things more compatible with other mods.
Quillia 19 May, 2017 @ 3:01am 
I just have a quick question regarding the civic names.
Was "Insurgent Power" supposed to be named "Incumbent Power?"
It seems like this civic is supposed to give the established government an edge, and not about empowering rebels.
Sorry if this is super nitpicky, I'm just trying to help.
Ungentlemanly Conduct  [developer] 19 May, 2017 @ 3:06am 
Ooh, that sounds much more sensible. I called it Insurgent Power because it acts as though a new government rose through the ranks and established their dominance very quickly (like an insurgence). Having it called that later in the game makes less sense in hindsight when they're more established.
Kleshya 20 May, 2017 @ 12:34am 
Isnt the "Eco warriors" basically "Mastery of nature" a-perk? Seems a bit overpowered, to get ascendancy perk from start of the game
Ungentlemanly Conduct  [developer] 20 May, 2017 @ 2:27am 
Eco-Warriors was changed in the recent patch to not grant the Terraforming tech. I'll update the post with the next update, to provide more accurate info.
Xenos 23 May, 2017 @ 3:22am 
The Constellation civic is very, very powerful, basically giving the same bonus of a regular civic (sometimes more) plus the opportunity to change it without reforming the government. I will not argue to nerf it because I love the concept (and because Hive Minds are underpowered), but if you care about keeping balance you may want to look into it.
Last edited by Xenos; 23 May, 2017 @ 3:22am
Ungentlemanly Conduct  [developer] 23 May, 2017 @ 3:33am 
Thanks for the feedback. It was intended as a wraparound where you couldn't keep the same bonus indefinitely and had it rotate. I'll take a closer look when I change it back to a shifting buff, but that's work that'll be done when I get to it.
Xenos 23 May, 2017 @ 3:39am 
If that was the intention, I think it could easily be improved by
- Pick your choice
- 5 years later: have an event removing the bonus
- another 5 years later: have a choice event again.
- repeat
Last edited by Xenos; 23 May, 2017 @ 3:39am
Autumn 15 Oct, 2017 @ 2:35pm 
I feel like Consitutional Monarchy would make more sense by not allowing Authoritarian and Egalitarian, rather than requiring them. This holds especially true with the fanatic versions of each.

Nonetheless, this mod is a must-have. A definite improvement over vanilla's civics.
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