Stellaris
More Civics
190 comentarios
KYSE VADER 10 JUN a las 7:42 p. m. 
update
Enae 8 MAY a las 1:36 p. m. 
Update please, some civics aren't working
Janlitschka 6 MAY a las 10:39 a. m. 
Hey, how is the 4.0 Compatability? Thank you!
Mikara 5 MAY a las 12:06 p. m. 
@Devil of Caroc : This is the best your going to get it still works despite not being updatehttps://sp.zhabite.com/sharedfiles/filedetails/?id=1150521384
Devil Of Caroc 2 ENE a las 11:39 a. m. 
Can you restore Duel Evolution? They are no mods that do this anymore.
Lord Bowser 29 DIC 2024 a las 6:36 a. m. 
Playing as a monolith influenced hivemind: After building the national bureau of monolith research, which adds one science director job, I now have a small deficit of consumer goods, but no way to produce them. In this case it is simply solved by buying some consumer goods monthly, but maybe that could be fixed?
y1224y1 25 OCT 2024 a las 6:54 p. m. 
civic_firm_defender bug report

shipclass_military_hull_mult = 0.3
shipclass_military_special_hull_mult = 0.3
shipclass_military_station_hull_mult = 0.5

What is this? Is it marked?
The above 3 are not possible, so please replace them with something else.
Figaround 29 SEP 2024 a las 7:43 p. m. 
Please update. And below pointed out the error with leaders, I also met it.
Thrice 12 AGO 2024 a las 1:15 p. m. 
@Gbrille - If you really want this mod with your other mods, look for the Galactic University mod. It lets you use a planetary decision to recruit leaders.
Heroicone1 19 MAY 2024 a las 9:28 a. m. 
Would you consider creating a civic based around ship quality? A civic that essentially adds 1.5 or 2x the strength for a ship, but almost doubling cost, and time to build? I've used a civic that adds that it was very cool lol this is a great mod
Senmitsuya 17 MAY 2024 a las 8:06 a. m. 
need some stuff for hive minds and machine intelligences
Mister Mr. Giggles 12 MAY 2024 a las 6:27 a. m. 
How do you upgrade the Monolith?
Gbrille 29 ENE 2024 a las 5:49 a. m. 
I had to search for a while amongst my mods but as it turn out this one is causing problems with the new leaders pool refresh as of 3.10 resulting in a empty pool after the first 5 years in game regardless of wherever some leaders remained unrecruited or not.
joakim.westergaard 30 NOV 2023 a las 5:30 a. m. 
leader_age is deprecated (more_civics.txt) and you're still using the generals, commanders, ... for councilors...
joakim.westergaard 21 NOV 2023 a las 8:23 a. m. 
Is the mod is going to be updated for 3.10 (not asking for an eta)? Just asking due to no news about this :-)
raw666 19 NOV 2023 a las 4:03 p. m. 
Will need an update due to the change in leadership.
RAKE_UND_BAKE 20 OCT 2023 a las 6:45 p. m. 
2nd Bioness. That's why I downloaded, disappointed its not in there.
raw666 20 SEP 2023 a las 7:33 p. m. 
Never mind, fixed by removing duplicate files in mod fodder on document folder.
Bioness 18 SEP 2023 a las 6:51 p. m. 
Can you re-add Duel Evolution. It is hard finding another mod that provides the same benefit.
Cosmoros 28 AGO 2023 a las 5:50 a. m. 
civic_slave_trader = {
potential = {
ethics = { NOT = { value = ethic_gestalt_consciousness } }
}
possible = {
ethics = {
NOR = {
text = civic_tooltip_egalitarian
value = ethic_egalitarian
value = ethic_fanatic_egalitarian
}
NOR = {
text = civic_tooltip_xenophile
value = ethic_xenophile
value = ethic_fanatic_xenophile
}
}
authority = {
}
}
random_weight = { base = 2 }
modifier = {
planet_building_slave_huts_build_speed_mult = 0.2
planet_building_slave_processing_build_speed_mult = 0.2

pop_category_slave_upkeep_mult = -0.2
slave_market_cost_mult = -0.2
pop_citizen_happiness = 0.2
pop_cat_slave_happiness = -0.5
}
}

Those 2 modifies lack localization or just dont work?
SargR 14 JUN 2023 a las 1:32 p. m. 
does this work with the latest patch?
elec 7 JUN 2023 a las 8:03 a. m. 
wrong
LegitGamer1017 21 MAY 2023 a las 8:49 a. m. 
Thank you for your work!
Harling Honenhoff Homer  [autor] 20 MAY 2023 a las 12:17 p. m. 
Some lines could not work, still after I replaced or eliminated most of them. Will try to sort them out in near future.
Harling Honenhoff Homer  [autor] 20 MAY 2023 a las 12:15 p. m. 
Update

-Solved the issue that some civics use obsolete codes.
-Solved the issue that some civics induce errors.
-Integrated all civics to new council system.
-Balanced some traits slightly.
-Re-balanced Monolith Civic. Now it takes more upkeep, need far longer time and resources to build. However the end production was slightly buffed.
-Added five new civics
- Intelligence Master
- Slave Trader
- Archaeologists
- Explosive Maniac
- Firm Defender

Finally done it. Notify me in the comments if there is any bugs or error.
joakim.westergaard 15 MAY 2023 a las 3:07 a. m. 
Civics are now tied to the Councilor system but this mod doesn't add any councilors to the new civics making them worth a lot less than standard civics. I know it's a lot of work, but for the mod to really "work" now I think this needs to be introduced.
Lunsen402 14 MAY 2023 a las 1:18 a. m. 
question. The free city states civic gives more administrative capacity. But does that even still do anything? Since the administrative capacity is basicly removed from the game from what i can see
MightyThor769 10 MAY 2023 a las 9:46 a. m. 
3.8.1?
PLMMJ 12 ABR 2023 a las 2:48 p. m. 
My game is absolutely losing its mind on the most recent version. Most of the things in the game are black, when I try to start a game all of the settings' names are going all over the screen all the time, and frequent crashes. Please update ASAP.
IWonByDefault 20 MAR 2023 a las 5:06 p. m. 
does this work with Bug Branch?
The Minister of War 27 FEB 2023 a las 12:03 p. m. 
Think you could add equivalents for energy supremacy for other types of weapons as well? I like to make all the empires in my game and having some focus on energy weapons and some on kinetic etc would be great. I don't know if you can do the same for hull buffs but that'd be cool as well, have certain empires focus more on vettes and so on. Great mod, essential even.
salvadore 25 FEB 2023 a las 2:01 a. m. 
Mod works really well for the most part (and it is a great mod, staple for me), the monolith event doesn't fire properly since the way events give out resources seems to have changed.
Admin cap is something that one would need to replace with the appropriate empire_size modifiers.
mc_monolith.2
in more_civics_events_monolith needs a subtle change so it can give it's 5 to 25 minor artifacts, however that is far from game breaking, or rather balances the origin slightly. ^^
With GrepWin and Notepad++ you can easily do it yourself and learn how to mod, both are free tools.
GrepWin to search for strings/words in thousands of files quickly as well as being able to replace them and notepad++ with compare plugin, just being a good editor that allows you to put text side by side/clone it and compare it line by line.
Aosine 19 ENE 2023 a las 8:25 a. m. 
Love this mod, still works well in 3.6. Keep up the good stuff!
joakim.westergaard 2 DIC 2022 a las 11:10 p. m. 
Any experiences in 3.6?
Irumo 27 NOV 2022 a las 2:25 a. m. 
Nice to meet you, I am enjoying using this mod.
One thing I have noticed is that there are a number of national principles that are not appropriate for a mechanical civilization, and I would like to see them corrected.
If possible, I would be even happier if you could add a few more country policies that are specialized for mechanical civilization.
Please consider this when you have time.
Spamton G. Spamton 7 SEP 2022 a las 5:52 p. m. 
If this could be updated to account for the upcoming DLC, that would be quite nice
Critical32 26 JUL 2022 a las 5:59 p. m. 
Can you restore the Duel Evolution again?
I want the civic version Syncretic Evolution, not the origin.
But many mods are already gone.
please.
Figaround 18 MAY 2022 a las 11:53 a. m. 
Does this mod work with the latest version of the game? If not, are there plans for an update?
Mestre d'Avis 14 MAY 2022 a las 7:04 p. m. 
Is this getting updated to 3.4?
vixisdead 2 MAY 2022 a las 8:13 p. m. 
Could use a fair bit of proofreading, but otherwise a great mod :cozyspaceengineersc:
joakim.westergaard 25 MAR 2022 a las 8:49 a. m. 
Agree, one of my (old) favorites "Federation" has this problem. A fix is needed
Cvan 5 MAR 2022 a las 8:29 a. m. 
Yeah, there are few civics that impact administrative capacity which doesn't exist in 3.3 anymore.
ipswich 2 MAR 2022 a las 5:07 p. m. 
Hey, the civics are looking good. I was wondering if the free city states civic works now admin cap doesnt exist anymore, I dont see the admin cap increase effect in game.
萤石YShi_LMu 26 FEB 2022 a las 8:31 p. m. 
Hello, I made a Chinese translation of this mod here: https://sp.zhabite.com/sharedfiles/filedetails/?id=2766841275
A Trained Monkey 19 ENE 2022 a las 12:47 p. m. 
Thanks for the answer, tried ot put it on the lowest mod order and still nothing. I will try with irony mod manager to find the conflict, weirdly this is one my lightest modded playthroughs, with about 50 mods.
Harling Honenhoff Homer  [autor] 19 ENE 2022 a las 8:02 a. m. 
Had similar error in Hearts of Iron once while modding. When the engine has too many calculation to process, some of the ongoing effects and commands would stop like the time never passed. Decisions does not work, factories never get built, etc.

No idea why, and still unable to find solution in that matter.
Harling Honenhoff Homer  [autor] 19 ENE 2022 a las 7:55 a. m. 
Have tested and did confirmed that minor artifacts were added as designed. No idea on how this could happen since this effect is coded on the event itself.

One guess is you might have too many mods, interrupting command initiation. In that case, lowering the mod to activate it later then other mods could help, as you said.
A Trained Monkey 18 ENE 2022 a las 2:22 p. m. 
Seem to have an issue with the monolith, I get the message that I am minor artifacts, but no artifacts are added, I will try to move it lower in the load orders
Failure505 11 ENE 2022 a las 11:40 a. m. 
Fun mod, especially since it locks some great civics behind the often neglected Spiritualist ethic. Sometimes it feels unbalanced in what’s available for free though. Monolith Influenced is a must have for almost every empire, and Wire Pullers giving a flat +25 Stability is insane! I don’t necessarily disagree with these, but think more need to be locked behind certain ethics/government types (like how the Eugenics civic is powerful but needs Authoritarian and Xenophobe).
Ryu_von_Nordstern 30 DIC 2021 a las 3:13 p. m. 
Love this mod, especially the monolith civic, its very powerful especially with technocracy