Stellaris

Stellaris

No limitations - civics
38 Comments
drachenklinge4 (hart)  [author] 19 Aug @ 9:21am 
@pwrite2020 I did not change the amount of civics an empire can have.
pwrite2020 19 Aug @ 9:16am 
is the max still three civics? or can you get more than that with this mod?
drachenklinge4 (hart)  [author] 17 Aug @ 3:14am 
@Worf Bodysnatchers is now allowed with doevouring swarms and evolutionary predators. I inially did not allow it for devouring swarms as the secondary species will probably immeadely be purged.
Worf 16 Aug @ 8:42am 
Whilst working at 4.0 it does not seem to affect the new Biogenesis stuff. I dont know it it takes alot of work to unbrick but id really like to take Bodysnatcher with Evolutionary Predator and or Devouring Swarm to make some Zerg Xd
marco.medina 16 May @ 6:15am 
You are the best!
drachenklinge4 (hart)  [author] 16 May @ 12:19am 
@marco.median you are right. There was an error in the code preventing some FE civics from appearing. It is now fixed.
marco.medina 15 May @ 12:38pm 
Not sure if anyone else is having the same issue but the specials civics like the FE civics for example, are not showing up in empire creation. And even when I try to add them via console commands it does not add the civic. This is the only mod I am running.
霜糖大油条 9 May @ 2:31am 
@drachenklinge4 (hart) Sorry, I just saw the reply, thank you for the great work!
drachenklinge4 (hart)  [author] 8 May @ 6:18am 
The mod is now updated to 4.0
drachenklinge4 (hart)  [author] 31 Oct, 2024 @ 5:22am 
The mod now has been updated to 3.14
@Ser Gary Goonin it usually takes a few days after a new patch gets released to check and update the mods.
Ser Gary Goonin 30 Oct, 2024 @ 6:38pm 
This, along with the origins mod hides the new origins/civic added in The Grand Archive DLC. Not sure if it's a compatibility issue with UI Overhaul Dynamic, but it's the only thing I can think of. If it's possible to fix, thanks in advance.
drachenklinge4 (hart)  [author] 14 Jun, 2024 @ 6:19am 
@霜糖大油条 the AI now should no longer randomly pick the ancient caches or mercenary enclave civics.
霜糖大油条 1 Jun, 2024 @ 7:35am 
Hi, I noticed some absolutely broken civics give you +50% resource output, and many AI empires take those civics and become mercenary enclaves. I never pick them myself, but the AI that takes them are insane at high difficulty. Can you remove those or not allow the AI to take them? Thank you.
kerrigan1603 16 May, 2024 @ 5:39pm 
@drachenklinge4 Would you be willing to update this mod, it’s a bit similar to your mod?

Government Overhaul Mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1477839752&searchtext=Government+overhaul
drachenklinge4 (hart)  [author] 10 May, 2024 @ 10:14am 
Now updated to 3.12
drachenklinge4 (hart)  [author] 12 May, 2023 @ 4:22am 
Updated the mod to 3.8
發芽馬鈴薯 16 Apr, 2023 @ 10:49pm 
:steamthumbsup::Blessing:
drachenklinge4 (hart)  [author] 16 Apr, 2023 @ 1:12pm 
@ekids789788 both mods change lines in the exact same file. You would have to take the civics file from one mod and change the lines the other mod changes in there, in order to have the effects of both. Thats what I meant by that.
發芽馬鈴薯 16 Apr, 2023 @ 9:05am 
well i think so...
Meaning: it is faster to integrate the affected files directly?
drachenklinge4 (hart)  [author] 16 Apr, 2023 @ 8:27am 
@ekids789788 as both mods touch the same Stellaris file and civics, I am afraid that compability is not possible. Having the features of both mods would require an entirely new mod.
發芽馬鈴薯 15 Apr, 2023 @ 1:49pm 
a question
Is there a way to make this mod compatible with 10x mods?(although the author of 10x hasn't updated yet...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2858358565&searchtext=10x
drachenklinge4 (hart)  [author] 4 Dec, 2022 @ 4:45am 
@Life Symbiont the issue here is the AI. There are civics, which break the AI, once I unlock them for everything, as they create jobs which cannot be filled (non-gestalt jobs for gestalts). Other civics I did not unlock, as they have counterparts, which do the exact same thing. Then there are civics which do nothing and are only flavor. And lastly there are users of this mod, which really do not want to encounter a galaxy full of galactic sovereigns. Because of stuff like this I have to carefully consider on which civic I can safely unlock and what better stays untouched.
Apple 3 Dec, 2022 @ 12:50pm 
Hello, First of all, thank you allot for making these mods, I use all of the no limitation mods in order to expand the costumisation of my space empires and create species I normally could not. However, there is something I wanted to request. To actually completely remove not some but all limitations of all civics. I want to use the environmentalist civic as a machine empire as an example. Even if it does not make sense in these and those combinations, its not really a problem as its just an option. I personally would be really happy if this could be implemented. To make all civics completely free to choose for everyone. I am also sure allot of other players would be happy too :)
drachenklinge4 (hart)  [author] 23 Nov, 2022 @ 3:04am 
@G.I. Junior For the reanimated armies civic you need to own the necroid dlc. Else it wont show up. I also havent added any 3.6 civics yet, as those are currently still in the beta.
G.I. Junior 22 Nov, 2022 @ 2:22am 
Hello, the Reanimators civic is still blocked :(
drachenklinge4 (hart)  [author] 23 Sep, 2022 @ 12:02am 
@☹CRYSTAL MASTER㋛ the mod is now updated. You should be able to select the new civics now.
☹END+GAME㋛ 21 Sep, 2022 @ 5:50pm 
With the new 3.5 toxoids update this prevents the new three civics from appearing or being selectable. Tested with only this mod active,please fix
Keeroi 2 Apr, 2022 @ 7:51pm 
Thank you!
drachenklinge4 (hart)  [author] 26 Oct, 2021 @ 7:56am 
I did not touch the "modification = no" rule in civics. So the removal of permanent civics, after the AI reforming their govrnment, is not this mods doing.
It is intentional, that the AI can have some disabled civics, like the ancient cache. But some others, which I enabled to be chosen in empire creation, I left locked from randomizations. The galactic sovereign for example would be too powerful to randomly appear.
Ex Ossibus Fumus 24 Oct, 2021 @ 6:12pm 
Also it brings up disabled civics, i don't know if that is avoidable without disabling this mod.
Ex Ossibus Fumus 24 Oct, 2021 @ 5:48pm 
i was using this with SW:FR, certain empires start with permanent civics to represent their lore, and the AI removed them after reforming their government. I was thinking it was this, what's your take Hart?
Cloak&Dagger 2 Oct, 2021 @ 1:51pm 
No, I meant just remove the locks on the ethics. So it doesn't force you into certain rights or diplo or such.
drachenklinge4 (hart)  [author] 2 Oct, 2021 @ 12:59pm 
I thought about this before, but I dont believe that this would be a good idea. It basically would turn most AI empires into despicable neutrals.
Cloak&Dagger 2 Oct, 2021 @ 11:25am 
Also with you be making a No limitations - ethics? It would go good with this.
drachenklinge4 (hart)  [author] 2 Oct, 2021 @ 10:44am 
It seemed like a serious issue and was easy to fix.
Cloak&Dagger 2 Oct, 2021 @ 10:37am 
Wow that was fast!
drachenklinge4 (hart)  [author] 2 Oct, 2021 @ 10:29am 
Should be fixed now. Fanatic purifiers and inwards perfectionist had an higher vanilla ai weight than all the other civics and removing the limits therefore increased the probability of them being picked.
Cloak&Dagger 2 Oct, 2021 @ 9:59am 
Shitloads of Fanatic Purifiers and such seem to spawn with this mod.