Stellaris

Stellaris

[OUTDATED] Civics Expanded+
 This topic has been pinned, so it's probably important
MadeinCanada 11 Apr, 2020 @ 12:21pm
Suggestions for the Mod
Do you have an idea for a new civic? An origin? Edict? Policy? Ascension perk? Something else?

If you do, leave a comment about your ideas. But try to keep them reasonable if you can. That being said, if you're not sure if it can be implemented, by all means, write a comment!

Don't have an idea for a new feature, but have an idea to improve an existing civic or something? That works too!
Last edited by MadeinCanada; 22 Apr, 2021 @ 12:39pm
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Showing 1-15 of 163 comments
Story Enthusiast 12 Apr, 2020 @ 12:09pm 
I see you're thinking of adding a new authority type? PLEASE add Anarchy! I've been thinking of this for a long time, but it could have no singular leader, and thus no leader benefits, but you'd be able to get mandates that refresh immediately after they're completed! Also I was thinking it would reduce your governing ethics attraction, but give a big bonus to faction influence gain? Just some ideas. Thank you for adding a Suggestions section!
Story Enthusiast 12 Apr, 2020 @ 12:13pm 
Also:
- "Avid Explorers" should INCREASE science ship build cost, since your people would make sure to build the best exploration vessels possible! That would balance the Civic nicely!
- "Cache of Resources" is super interesting! Nice work!
- "Sovereign Nations" should give a MUCH bigger penalty to Governing Ethics Attraction, like 50% maybe?
- "Free Market" would definitely decrease planetary stability AND planetary habitability
- The Machine Intelligence Civic "Mighty Processors" sounds like it would REDUCE sublight speed, since there's so many orders coming in from such a massive AI
- The Machine Intelligence Civic "Routine Maintenance Checks", you should rename 'Crime' to 'Deviancy', which is the official term for Gestalt Consciousnesses!
- You should remove the pop growth speed from the Hive Mind Civic "Genetic Manipulators" (because then it conflicts with the "Rapid Breeding" civic) and maybe reduce the amount of points you get? Since the techs you unlock also give you gene modification points
- The Hive Mind Civic "Research Driven" is a bit redundant, given that "Natural Neural Network" already exists. Unless you maybe added some unique penalties to that Civic, like reducing Admin Cap!
- The lore for the Hive Mind Civic "Semi-Autonomous Drones" sounds like it would DECREASE unity, which would balance the Civic nicely!
- The Hive Mind Civic "Total Control" needs to restrict "Semi-Autonomous Drones", also, Hive Minds are immune to Happiness, and maybe it should DECREASE leader level cap, since the leaders are less individual
- The Hive Mind Civic "Voidswarm" should only benefit building and upgrading corvettes, don't you think?

Thank you for this wonderful mod!
Last edited by Story Enthusiast; 12 Apr, 2020 @ 12:43pm
4ydra 12 Apr, 2020 @ 12:28pm 
Could you seperate the civics to a standalone mod without the policies, ascension perk etc?
MadeinCanada 12 Apr, 2020 @ 12:48pm 
@Shopkeep Thanks for all of these great ideas!
@BellBlack I was actually thinking of doing that. I probably will, and it'll be released quite soon.
MadeinCanada 12 Apr, 2020 @ 12:56pm 
@Shopkeep Also, about the authority thing, it's a good idea, but considering that it's such a large feature to implement, it probably won't happen until a later update. But, it will happen eventually!
MadeinCanada 13 Apr, 2020 @ 7:13am 
@BellBlack A civics only version will soon be released alongside the 1.2 update. There will also be a submod available that modifies the vanilla civics too.
@Shopkeep Your great ideas will definitely be used in another update, after the 1.2 update!
Journeyman Prime 12 Jun, 2020 @ 7:48am 
Could you add a civic called "Nihilistic Cult" that removes the debuffs from the Spiritualist ethic/faction that involve cyborgs/synths? You could make it a perma-locked civic to balance it out a bit. I want it for my spiritualist purifiers that believe they are the heralds of Death and see synthetic ascension as "becoming undead".
MadeinCanada 12 Jun, 2020 @ 8:10am 
@MayhemX8 Yes, I saw your comment on the other mod's page; it's a very good idea, and it is going to be a feature of the next 1.3 update, scheduled for release on the 20th of July.

Thank you for your great suggestion!
Journeyman Prime 23 Jul, 2020 @ 6:28am 
Just thought I'd let you know, while I love your two new civs for machine worshippers, Nihilistic cult is only half-working (possibly machine cult too). It lets you use the "Full AI Rights" policy, but the trad faction is still angered by both the allowance of regular robot pops and by failing to outlaw AI. Priests also still produce society research as opposed to the physics they are supposed to produce.
MadeinCanada 23 Jul, 2020 @ 10:30am 
@MayhemX8 Yep, wrote a comment about this in the comments on the main page.
Surlyous 27 Jul, 2020 @ 1:00pm 
can the two cult types have a negative opinion modifier towards each other due to considering the other to be heretical.
MadeinCanada 27 Jul, 2020 @ 1:02pm 
@DangerouslyUnfunny Not a bad idea, something like that will probably be in the next update.
Medik 14 Aug, 2020 @ 6:22am 
Would it be too broken to enable the Mechanist origin for a Machine Cult?
MadeinCanada 14 Aug, 2020 @ 6:51am 
@Medik Not a bad idea! Though, I'll have to modify the basegame files for this. I could also introduce some special events and the like to nerf that a bit if needed.
Medik 14 Aug, 2020 @ 7:49am 
Thanks for the response!

I don't think any mods mess with the base game origins, none that I know of at least. If nothing else, perhaps just a robot-related boon on the civic itself? It seems to make sense a society that worships machines would have made/found some to be worshiped.

Maybe there could even be a Machinarchy civic with an AI ruler? Though I don't know how much effort it'd take to make that work at all.
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