Stellaris

Stellaris

Three Civics Start
25 kommentarer
Francis 26. maj 2023 kl. 17:55 
I don't understand how this is the only mod for such a critical oversight in my opinion.
Is this still compatible?
Meltup  [ophavsmand] 20. sep. 2022 kl. 18:17 
I finally got some time to take a look at this mod. There were a couple of minor changes but nothing critical. Updated for Stellaris v3.5 now :nepnep:
Beep 10. juni 2022 kl. 2:44 
Any chance for an update?
Meltup  [ophavsmand] 11. aug. 2021 kl. 5:15 
@Råb!d
yeah, AI should be able to reform their government and use the free civic slot. However it may take them quite some time to do so :elindustry:
Råb!d 1. aug. 2021 kl. 18:28 
I like it,, nice job!

Question: If I leave one of the three civic slots empty, for empires that I don't mind them changing, will they be able to do so?
Råb!d 1. aug. 2021 kl. 10:18 
I have the same irritation with the ability for the ai empires to change so radically. Ugh!!

I'll give this a try. :)
Meltup  [ophavsmand] 20. apr. 2021 kl. 13:37 
@badatthis
Sorry, I didn't notice the question. But if you are still wondering - yes, it does affect randomly generated races.
badatthis 1. jan. 2021 kl. 9:30 
Quick question though. Does this affect randomly generated AI races?
badatthis 1. jan. 2021 kl. 9:29 
This is exactly what I'm looking for. Thank you.
Noah in da House 25. maj 2020 kl. 19:16 
Finally a mod that only increases it by a small amount. Awesome.
Meltup  [ophavsmand] 17. mar. 2020 kl. 2:39 
Updated for Stellaris 2.6!
(but nothing has changed really)
Meltup  [ophavsmand] 29. okt. 2019 kl. 15:51 
Mod is updated for Stellaris 2.5!
Meltup  [ophavsmand] 29. okt. 2019 kl. 15:35 
Wait, did they already release 2.5?! :LIS_poker_face:
Pro_Stitutina 29. okt. 2019 kl. 7:46 
Update pls, best mod <3
:lunar2019piginablanket:
Meltup  [ophavsmand] 21. okt. 2019 kl. 12:41 
Mod is updated for Stellaris 2.4!
Meltup  [ophavsmand] 3. sep. 2019 kl. 10:20 
@NeuralStunner
Thanks! I have updated the mod to modify the tech in it's own file now! :yavannawink: As for UI - actually in the current version there is a slider for civics so it is not much of a problem. In some previous versions there was no slider though so third civic was invisible.
NeuralStunner 2. sep. 2019 kl. 10:57 
I'd gotten it to work while trying out different modifiers (like admin cap). Apparently it keeps the vanilla modifiers if the replacement tech is missing that block. An empty block (modifier = { }) will force it to only unlock the building.
Also, fixing the civic display: In new_game_setup.gui, search for "civics". Under size, change y from 72 to 105. Also helps to increase the y position for the ethics box by 5 (210 -> 215).
Meltup  [ophavsmand] 2. sep. 2019 kl. 6:55 
@NeuralStunner
Could you elaborate more on how you managed to do the override via it's own file? I tried to move my version of "Galactic Administration" technology into "zz_threecivicstart.txt" file but the game does not use it then (loading the original version with +1 civic).
NeuralStunner 31. aug. 2019 kl. 20:45 
I like this idea (after seeing the AI gut some of my custom empire designs), but I have a small suggestion: Please move the modified tech to its own file (E.G. zz_threecivicstart.txt), for a less intrusive change. (I've tested this in a local mod and it works fine.)
Dominula Local 26. juni 2019 kl. 18:56 
It just makes sense!! Thanks for making this mod.
Meltup  [ophavsmand] 7. juni 2019 kl. 15:21 
Mod is updated for Stellaris 2.3!
Meltup  [ophavsmand] 6. juni 2019 kl. 7:15 
@Hubwubbub, yes, I will be updating it on this weekend.
Hubwubbub 6. juni 2019 kl. 1:15 
Hey will this be updated to 2.3? Great mod.
Meltup  [ophavsmand] 28. sep. 2017 kl. 10:44 
@flamingeye, strange, it works perfectly for me! Maybe the issue is within another mod?
flamingeye 27. sep. 2017 kl. 23:19 
Great Mod

However jus a heads up ... doesn't work with Machine expansion, the civic screen is blank if you choose the 'Gestalt/Hive Mind' middle button