Stellaris

Stellaris

New Civics and Traits Mod for 2.3.*
57 Comments
infra-dan-accelerator unit 84725 25 Oct, 2024 @ 9:39pm 
does this stil work
Beast-Storm 10 May, 2021 @ 2:37am 
When can we expect an update?
Tristessa 5 Aug, 2020 @ 1:26pm 
Modding Naive -> Would the Stellaris List EXtender address the issue this mod is having?
137438 11 Jun, 2020 @ 6:08pm 
love this mod, please update thank you very much
Ralphcoh 16 Apr, 2020 @ 5:07pm 
Is this going to be updated to the new system? I love the derelict artifice civic!
BlindManthicor 23 Dec, 2019 @ 3:44pm 
Can you update pls ?
Rsbrock20 23 Sep, 2019 @ 8:27am 
@ThyronDexter Love this mod. Could I request a feature allowing Hive Minds to take the Psionic Path?
adecoy95 21 Jul, 2019 @ 11:44am 
what does science collective and industrial production core do for derelic artifice civic?
Astacius 24 Jun, 2019 @ 12:11pm 
Belligerent Crusaders civic makes empire spawn without a name, something makes the game unable to randomize a name for this civic, also when you pick it yourself
Aiblis 20 Jun, 2019 @ 9:33am 
Looking forward to an update to this mod ;) There are some very nice civics in this mod, some sadly not working right now due to the script problems.
Will there be a compatible version with the Culture Overhaul mod in the future?
Player 12 Jun, 2019 @ 2:07am 
@ThyronDexter There are some problem, Those AI empire which has government type from this mod such as "Martial Anarchy", will have a null country name.
This is cause by those government type not related to any empire name list at file: "common\random_names\00_empire_names.txt"
Grimm 11 Jun, 2019 @ 6:21am 
Interesting mod, but the 'debugging trait' with the MS paint graphic and the bad aliasing (pixelated edges on the edges of traits and civics graphics) are immersion breaking for me. Some of the civics are hilariously overpowered, like ancestral treasury, for example. Maybe add in more negatives to balance powerful civics?
ThyronDexter  [author] 4 Jun, 2019 @ 11:51pm 
2.3.0 aired, hooray! But it is sad that Paradox did not add all the modifiers back and haven't yet said anything on that matter. For now, this mod requires a mandatory fix to work, as do many other mods. I'll get back to updates and fixes soon. :)
Aethervoid12 31 May, 2019 @ 1:24am 
I found that Biosphere Assimilators has a bug in which the districts generated by planetary features appear along with the districts from the Hive World so there's duplicate district types. I'm using Bigger Planet View, Planetary Diversity and District Overhaul
Nighthunter 1 May, 2019 @ 2:09pm 
@ThyronDexter Yes, I basicly want to have a civic that allows me to do a mass effect senario. Contingency = Reapers and I want the Collectors and the Geth to join them as son as the crisis takes places (as subjects or as Fedaration members) so they don't get attacked by the Contingency but instead join their War against all other Empires (as Allies / Subjects / Vassals don't know what would be better for this goal).
ThyronDexter  [author] 30 Apr, 2019 @ 5:45am 
A subject of the contingency... from the beginning? Or what? I don't quite understand your suggestion. The Contingency usually happens 100-150 years into the game and there is no way to influence the event or mod it from the outside. Unless you want to rewrite the crisis altogether, but this would result in the mod becoming incompatible with anything that changes crisis.
Nighthunter 30 Apr, 2019 @ 2:01am 
@ThyronDexter Could you make a civic that makes a empire a subject of the contingency and allied with all other empires with the same civic (Machine Empires)
Coyote Jump 29 Apr, 2019 @ 7:00pm 
Regardless, I hope you continue to work on this as Stellaris progresses. As I said, I've tried many civic mods and this is one of the best for sure.
Coyote Jump 29 Apr, 2019 @ 6:53pm 
No, they were civics from other mods as well. Nothing completely game changing like Assimilators or Exterminators, that wouldn't make much sense with your new civic. I know there is a way to cram a new civic into empires mid game without wiping the current ones. What comes to mind is a event that leads to your empire getting a civic called The Way (probably an event from More Events Mod.) Basically adds the civic and even ignores the civic cap I'm fairly certain. Could look into that, even if your don't take my ideas which is totally fine, was just something I had thought of. The Way isn't selectable from empire creation.
ThyronDexter  [author] 29 Apr, 2019 @ 8:48am 
And while we're at it, you're not supposed to take Derelict Artifice with any of the locked machine civics (DE, DA, RS, or especially ToG) anyway. I don't quite remember now if I've actually imposed the restriction in-game, but it should be there. I'll check again. Even from the standpoint of logic and lore, there is no sense in a DA or RS Derelict Artifice empire.
ThyronDexter  [author] 29 Apr, 2019 @ 8:38am 
The whole point of Derelict Artifice special ascension is that the civic himself has detrimental modifiers that hinder expansion, and by reaching the final stage, you throw it away and regain every modifier you've been missing so far.
ThyronDexter  [author] 29 Apr, 2019 @ 8:36am 
I've tried to make special civics for Derelict Artifice to replace the old ones upon ascension, but I haven't found a way to hide them from selection screen and make them impossible to choose during government reform for machines. Maybe I should look further. Thanks for the suggestion, anyway.
Coyote Jump 24 Apr, 2019 @ 11:13am 
A follow up about Derelict Artifice that I just now thought of. If you were able to replace only that one civic, perhaps make 2 new civics (that cannot be removed) for that ascension. Since we already have Determined Exterminators, perhaps make a civic for Industry that increases all resource output by 10%, and for the Research path +10% research. Not sure if the UI in empire creation will allow you to block these two new civics from being selected in Empire Creation though, making them an exclusive to ascension in game. That is one thing that came to mind.
Coyote Jump 24 Apr, 2019 @ 11:04am 
Alright, I have 3 things I wanna say. First, this is one of the best Civic mods I've used and am continuing to use it, however there are two things that bug me with my experience with it.

Civics that allow you to start on Hive/Machine worlds (maybe Ecumenopoli as well but haven't tried it,) if you use option for "Guaranteed habitable worlds" at the game start, there are Hive/Machine worlds nearby but are completely filled with blockers (no districts available at all.) Not sure if this is another mod doing this or not but it is frustrating.

Second, Derelict Artifice. Awesome concept, I really like it but there is one thing about it that prevents me from using it. That is, it replaces all of your Civics once you ascend. This means any other "This civic cannot be added/removed at game start" are removed and replaced. I'm not certain if you could make it so it just replaces the Derelict Artifice civic and none others, that may not be possible but I wanted to make that suggestion.
Them8 21 Apr, 2019 @ 6:25am 
https://sp.zhabite.com/sharedfiles/filedetails/?id=1688887083&searchtext=2.2.7+modifier is trying to fix the modifer bugs? maybe that can help you, i don´t know, i hope paradox will fix it theselvs but maybe
ThyronDexter  [author] 21 Apr, 2019 @ 5:16am 
This includes: most jobs, stability, population happiness, megastructure cost and output, and many more things around which this mod was based. The mod enters hibernation state (no updates) until Paradox fix everything they've broken. If they don't, I'll abandon the mod. This is really upsetting.
ThyronDexter  [author] 21 Apr, 2019 @ 5:14am 
To everyone who's still asking: with the advent of 2.2.6 Paradox butchered half the modifiers in the game. Really, most modifiers (that is, various bonuses to planets/empire/etc.) just got removed from the game and don't work anymore. There's nothing to be done to fix it. The mod is riddled with bugs by now. Hope Paradox will return everything back to normal soon.
Them8 18 Apr, 2019 @ 5:31pm 
Love this mod, but it seems the Good-will building does not do anything for my civs happines? Is it bugged or am i missing something?
commander cool 13 Apr, 2019 @ 11:51pm 
does this have compatibility with Glavius's AI? and other civic/trait mods (for example superior species traits)
♤ |_Pandora_| ♤ 12 Apr, 2019 @ 9:36am 
А ещё,при взятии цивика - "Праздничное сердце" - появляется тех.код,вместо титула правителя. Поискала конечно проблему,но увы,не нашла.
♤ |_Pandora_| ♤ 12 Apr, 2019 @ 9:00am 
Кирилл,привет. У меня возник вопрос - а может ли твой мод конфликтовать с другими модами так,что перестанет показывать некоторые цивики,которые якобы должны быть? (ну,судя по файлам локализации - они есть)
Взять хотя бы "Чудовищные технологии" - они якобы есть в моде,но я их не нашла как не старалась.
Krazinsky 25 Mar, 2019 @ 11:25am 
Law of the Jungle doesn't give the stability decrease nor the unity and society research to soldiers. The rest of the civic appears to work as intended. Tested without other mods to be sure it wasn't an unfortunate mod interaction and the problem persists. Currently on 2.2.6
Phoenixblood 3 Mar, 2019 @ 6:20am 
That would be fantastic, I am happy to hear you are considering it :)
ThyronDexter  [author] 3 Mar, 2019 @ 3:46am 
It would be impossible to implement some civics from this mod without altering buildings. But I could make a compatibility patch in the near future.
indomitable human spirit 2 Mar, 2019 @ 4:03am 
I mean the edges of icons are not smooth and it makes me wanna tear my eyes out
Good mod overall
Phoenixblood 2 Mar, 2019 @ 2:44am 
Basically, since Cultural overhaul has a civic that alters temples, the Belligerent crusader temples dont provide soldiers, and Law of the Jungle capitals dont provide soldier jobs because cultural overhaul has some civics which alter capitals too, I know its a long shot, but both are great mods, and it would be even greater to use them together :)
ThyronDexter  [author] 2 Mar, 2019 @ 1:41am 
What's the bug with Cultural Overhaul, exactly? What issues are you experiencing with these civics? Please specify and I'll try to fix it.
ThyronDexter  [author] 2 Mar, 2019 @ 1:40am 
they already are
indomitable human spirit 1 Mar, 2019 @ 2:37pm 
dude make the icons pretty.
please :lunar2019deadpanpig:
Phoenixblood 1 Mar, 2019 @ 6:54am 
Any chance of getting a compatability patch with Cultural Overhaul? https://sp.zhabite.com/sharedfiles/filedetails/?id=1100284147
It already mostly is, but a few civics (like Law of the jungle, Belligerent Crusader) dont function properly when both of these are active
antuan.wallace 19 Feb, 2019 @ 12:00pm 
I took Belligerent Crusaders but I am not seeing the navy increase from Temples. I am currently in version 2.2.5 so I am not sure if that matters.
Dimonius 17 Feb, 2019 @ 3:02pm 
Так же возникли мысли, по поводу цивиков у обычных империй: к примеру строители аркологий, из-за приспособленности лишь к экуменополису - не ясно как добывать ресурсы, т.к. даже если упороться через мирное приобретение и пацифизм с застройкой торговли - другие планеты всегда будут 0%, а чтобы построить аркологию - планету нужно заселить, построить городских районов штук 20 и ещё 10 лет ждать отстройки аркологии за 7500 минералов. Выходит не очень логично.
Dimonius 17 Feb, 2019 @ 2:59pm 
Нашёл баг, цивик у роя - что позволяет начать на мире-улье, поясняет - так и так, пригодность к другим мирам снижена на 5%, однако из-за старта - пригодность нашей расы - "миры-ульи", т.е. имеют они 0% пригодности к остальным мирам, ну кроме идеального, что просто сковывает руки.
troopersmith1 10 Feb, 2019 @ 6:05pm 
Is there any chance you could see about developing compatibility with Rogue Servitor Ecumenopolis? With both your mods enabled, the Ascension Perk doesn't show for Rogue Servitors.
ThyronDexter  [author] 24 Jan, 2019 @ 7:50am 
The districts and the transcendence perk aren't now impacted at all. For balance issues, I decided to rebalance the Artisans of Architecture and the Chosen People anyway. The latter now gets a free Psionic Theory.
Onji 22 Jan, 2019 @ 9:19am 
The Chosen One Trait is broken in my game. Got the Choice of Ascension Perk but the Transcendence Perk still required you to have Mind over Matter.
Phoenixblood 19 Jan, 2019 @ 3:43am 
This mod also seems to modify city districts or policies in some way, as there is a compatability issue with State of Lies https://sp.zhabite.com/sharedfiles/filedetails/?id=1602979905 , causing the education policy which provides educators per city district to not do that
A compatability patch would be very nice, as I like a lot of the options and ideas here
♤ |_Pandora_| ♤ 17 Jan, 2019 @ 5:58am 
Очень круто! Спасибо вам :)
ThyronDexter  [author] 17 Jan, 2019 @ 2:15am 
This mod actually modifies: the capital buildings, the temple buildings and the Arcology Project ascension perk (for the Ecumenopolis civic). Nothing else was changed. So it certainly shouldn't affect the jobs in any way.
vic_gar25 16 Jan, 2019 @ 2:53am 
Hey there! Just wanted to say i love the mod. I did run into some compatibility issue though, with the ecology mod. This mod stops the change of clerks into waste producers from the ecology mod. I was surprised since i didnt think a civic mod would affect the jobs ... any chance we might get a compatibility patch?