Stellaris

Stellaris

Hydra's More Civics
114 Comments
CzNeutron 23 May @ 7:15pm 
The civic selection process can have you stuck in a repeatable tech loop of a single tech if you get into the second version of it, as it seems to have an insane weight to give the next version of itself. Im in a loop where I can only research Flash coolant in physics, transgenic crops in society and fortified core layers in engineering. No other tech, not even a different repeatable shows up
kirb 20 May @ 12:59pm 
Autonomous warships seems ridiculously overpowered, holy jesus.
Demognomicon 7 May @ 1:14pm 
Doesn't say 4.0 compatible?
kibitz! 7 May @ 1:01pm 
thank you for your hard work in updating this series of mods, they're some of my favorites and I really appreciate you!
Janlitschka 6 May @ 10:33am 
Hey, how is the 4.0 Compatability? Thank you!
hentaiの绅士 25 Mar @ 2:15am 
can make corp have world cracker too?:Hire:
w.girl27 24 Mar @ 3:12pm 
if i could ask for a simple but totally absent megacorp civic on the modding landscape could you please make a MOVIE STUDIO civic for megacorps who want to roleplay a "potentially evil" media compnay perhaps a certain mouse studio
Eastlessland 22 Mar @ 12:47pm 
starting with a colossus is totally fair and balanced
Ritual 18 Mar @ 5:26pm 
Has anyone else had an issue with the world cracker not cracking worlds? I started with that origin, but my world cracker won't crack any world. All worlds have the not crack-able tag when I select them. I believe it's likely a conflict with another mod, but am having a hard time figuring out which.
kroun  [author] 7 Mar @ 10:40am 
The unique building converts any excess research alternative bonuses into scientist experience gain.
Vivo 7 Mar @ 10:36am 
ahh okay

i didnt know if you got something like discovery you can gain one
kroun  [author] 7 Mar @ 10:33am 
@Vivo
No, you're supposed to be stuck on one for your entire playthrough (Although you can still get research options from stuff like debris)
Vivo 7 Mar @ 10:26am 
for selection process are you able to/supposed to gain more research alternatives as the game goes on?
Mice 16 Feb @ 5:32pm 
Life-seeded origin seems to break the exotic consumption civic, it spawns 32 of the food pops and 0 of the non food ones. I tested it with other origins that change your planet class (Post apocalyptic, Shattered ring, Remnants) and it seems this is the only one causing it
ThatOneFoxy 16 Feb @ 9:11am 
Ah nvm I see, you're actually doing that, it just refuses to work for me, probably has to do with mod overriding other mods. lol
ThatOneFoxy 16 Feb @ 9:01am 
For the tech alternatives where it says to edit the -9999 tech alternatives ( cause ofcouse its just going to wipe any tech picks at all if its 3 or more at the start) you might be able to do something with a static modifier on the country and just modifying it each time someone gets more tech picks, you could maybe try using a trigger like this?

research_alternative_count = {
base = 2
add = trigger:count_tech_options
}

cause you can mult a static modifier with a value

I just quickly had a look into it so it might not be the right approach but its one I found haha
Mice 15 Feb @ 4:22pm 
Just tested it, works perfectly thank you!
kroun  [author] 14 Feb @ 4:52pm 
@Mice
Should be fixed now
Mice 13 Feb @ 10:03am 
@kroun from what I can see it doesn't matter what origin im using, I thought it was because I chose mechanist and the pops overlapped or something but no even using prosperous unification they don't really spawn
kroun  [author] 13 Feb @ 7:38am 
@Mice
What origin are you using? Or does this happen no matter the origin?
Mice 13 Feb @ 6:28am 
I'm having a bit of an issue with the Exotic Consumption civic, it does "spawn" the species but it doesn't spawn any pops at all so the species itself disappears. other than this I love these new civics they add really nice flavor to the game
kroun  [author] 3 Feb @ 2:49pm 
@Kit Carson
Thanks! Should be fixed now.
Kit Carson 3 Feb @ 3:58am 
Just a heads up, the Fuel Extraction Officer for the corporate version of Fossil Fuels in the council position files is incorrectly pointing back to the regular and not the corporate version of the authority, which is why the position doesn't show up in the info box or in game when you expand the council for the corporate version.
kroun  [author] 18 Jan @ 3:06am 
@stonedandconfused
Yes, if you change has_grand_archive to = yes, then it will show up if you have grand archive.
Alternatively just delete the whole possible/playable block the has_grand_archive is inside.
stonedandconfused 12 Jan @ 2:09pm 
@kroun ah, yes they are very similar I really enjoyed the starting dig site though. thought that was a neat thing flavor wise. and a nice boost if you roll the nano swarm missile archeo weapon digsite combined with remnants and archeo engineers lol. anyways If i go into your civic file and change the proper formulas from = no to = yes will that fix it.
kroun  [author] 12 Jan @ 12:51pm 
@stonedandconfused
It requires you to not have the grand archive DLC.
The reason I have decided to disable it when the Grand Archive DLC is enabled is that Grand Archive introduces the Galactic Curators civic which does the same thing as the Archaeologist civic in addition to its other effects.
stonedandconfused 12 Jan @ 12:21pm 
the archaeologist Civic no longer appears when creating an empire. and when I try to use it anyway, with my previously created empire .it Wont let me start the game and says in order to start i require the grand archive dlc. which i have.
OmegaProtocol 2 Jan @ 6:37am 
Hey @kroun, I think I've found a consistent problem with the tech rando version of Selective Process, whenever it rolls a vanilla repeatable the subsequent repeatables then keep showing up as though they were normal tech options, even though the alternatives figure is still waaaaaay in the negatives. It clogs up the tech list and stops new random techs from generating
Phoenixel 23 Dec, 2024 @ 2:50pm 
OOOO i see now! Thanks !
kroun  [author] 23 Dec, 2024 @ 1:30am 
It increases the trade value you get from living standards, and it does that through an edict you can turn on and off.
Phoenixel 23 Dec, 2024 @ 1:18am 
As in it applies a percentage bonus through Living standards as an edict?
kroun  [author] 22 Dec, 2024 @ 11:19pm 
@Phoenixel
It should increase trade value from living standards.
Phoenixel 22 Dec, 2024 @ 5:14pm 
What does highway fees do? can't find any info
Corsair_17 22 Dec, 2024 @ 1:43am 
nvm im a idiot thanks for the quick response though
kroun  [author] 21 Dec, 2024 @ 6:10am 
@Corsair_17
You mean the World Cracker civic?
Which other civics and which origin are you using? They might interfere with the colossus spawning.
Corsair_17 21 Dec, 2024 @ 6:04am 
The start with a world cracker one
kroun  [author] 21 Dec, 2024 @ 5:59am 
@Corsair_17
What world cracker mod?
Corsair_17 21 Dec, 2024 @ 5:56am 
How do I use the world cracker mod? I have installed it but haven't seen anything
kroun  [author] 16 Dec, 2024 @ 3:45pm 
Should be fixed now.
Janonas 16 Dec, 2024 @ 1:53pm 
yep that did it, the tooltip doesnt display properly but it works as intended mechanically. good stuff!
kroun  [author] 16 Dec, 2024 @ 12:27pm 
@Janonas
Try unsubscribing and then resubscribing. Sometimes the mod fails to update automatically.
Janonas 16 Dec, 2024 @ 12:18pm 
@kroun Ah, it doesnt seem to work, testing with only the two mods i can select Fossil Fuels even being ecocentric
kroun  [author] 15 Dec, 2024 @ 11:08am 
@Janonas
A compatability patch should not be needed, though some civics ethic requirements might not feel quite right with the addition of the new ethics.

Currently only the Fossil Fuels civic changes its requirements (With bug branch, in addition to its current requirements, also requires you to not be ecocentric), but this is implemented directly in this mod, and thus does not need a patch mod.
Family Business is also disabled when bug branch is enabled.

If you have any suggestions for changes for requirements for when bug branch is installed, please do tell me, either here or on discord (#metals-more-mods in the modding den).
Janonas 15 Dec, 2024 @ 10:15am 
would this work with bug brancg or would a compatibility patch need to be made?
SmellsLikeFailure 1 Dec, 2024 @ 10:54am 
Ah darn, thanks. I liked stacking them for my museum build.
kroun  [author] 1 Dec, 2024 @ 10:51am 
@SmellsLikeFailure
Yes. The Archeologists civic is disabled when Grand Archive is enabled, due to the Galactic Curators civic having an almost identical effect.
SmellsLikeFailure 1 Dec, 2024 @ 10:34am 
Hi! I'm getting an odd error when trying to play an empire I built with the Archeologists civic from this mod. It says there's an error with the build, citing "Archeologists: Grand Archive is enabled". And if I remove the civic it disappears from the list entirely. Does something need to be updated for the Grand Archive release?
kroun  [author] 10 Oct, 2024 @ 12:07pm 
@Hydra
The center of indpedepent research should not be dependent on whether or not the origin starts with a research lab.
Hydra 10 Oct, 2024 @ 11:59am 
Found out the reason. Its because the Birch World Origin doesnt start with a Research Lab
Hydra 10 Oct, 2024 @ 9:34am 
Really Enjoying your mods.
The Birch World Origin doesn't start with the Center of Independent Research, so it would be nice if there was a way to build it.