Stellaris
Hydra's More Civics
Комментариев: 114
CzNeutron 23 мая в 19:15 
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 мая в 12:59 
Autonomous warships seems ridiculously overpowered, holy jesus.
Demognomicon 7 мая в 13:14 
Doesn't say 4.0 compatible?
kibitz! 7 мая в 13:01 
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 мая в 10:33 
Hey, how is the 4.0 Compatability? Thank you!
hentaiの绅士 25 мар в 2:15 
can make corp have world cracker too?:Hire:
w.girl27 24 мар в 15:12 
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 мар в 12:47 
starting with a colossus is totally fair and balanced
Ritual 18 мар в 17:26 
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  [создатель] 7 мар в 10:40 
The unique building converts any excess research alternative bonuses into scientist experience gain.
Vivo 7 мар в 10:36 
ahh okay

i didnt know if you got something like discovery you can gain one
kroun  [создатель] 7 мар в 10:33 
@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 мар в 10:26 
for selection process are you able to/supposed to gain more research alternatives as the game goes on?
Mice 16 фев в 17:32 
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 фев в 9:11 
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 фев в 9:01 
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 фев в 16:22 
Just tested it, works perfectly thank you!
kroun  [создатель] 14 фев в 16:52 
@Mice
Should be fixed now
Mice 13 фев в 10:03 
@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  [создатель] 13 фев в 7:38 
@Mice
What origin are you using? Or does this happen no matter the origin?
Mice 13 фев в 6:28 
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  [создатель] 3 фев в 14:49 
@Kit Carson
Thanks! Should be fixed now.
Kit Carson 3 фев в 3:58 
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  [создатель] 18 янв в 3:06 
@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 янв в 14:09 
@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  [создатель] 12 янв в 12:51 
@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 янв в 12:21 
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 янв в 6:37 
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 дек. 2024 г. в 14:50 
OOOO i see now! Thanks !
kroun  [создатель] 23 дек. 2024 г. в 1:30 
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 дек. 2024 г. в 1:18 
As in it applies a percentage bonus through Living standards as an edict?
kroun  [создатель] 22 дек. 2024 г. в 23:19 
@Phoenixel
It should increase trade value from living standards.
Phoenixel 22 дек. 2024 г. в 17:14 
What does highway fees do? can't find any info
Corsair_17 22 дек. 2024 г. в 1:43 
nvm im a idiot thanks for the quick response though
kroun  [создатель] 21 дек. 2024 г. в 6:10 
@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 дек. 2024 г. в 6:04 
The start with a world cracker one
kroun  [создатель] 21 дек. 2024 г. в 5:59 
@Corsair_17
What world cracker mod?
Corsair_17 21 дек. 2024 г. в 5:56 
How do I use the world cracker mod? I have installed it but haven't seen anything
kroun  [создатель] 16 дек. 2024 г. в 15:45 
Should be fixed now.
Janonas 16 дек. 2024 г. в 13:53 
yep that did it, the tooltip doesnt display properly but it works as intended mechanically. good stuff!
kroun  [создатель] 16 дек. 2024 г. в 12:27 
@Janonas
Try unsubscribing and then resubscribing. Sometimes the mod fails to update automatically.
Janonas 16 дек. 2024 г. в 12:18 
@kroun Ah, it doesnt seem to work, testing with only the two mods i can select Fossil Fuels even being ecocentric
kroun  [создатель] 15 дек. 2024 г. в 11:08 
@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 дек. 2024 г. в 10:15 
would this work with bug brancg or would a compatibility patch need to be made?
SmellsLikeFailure 1 дек. 2024 г. в 10:54 
Ah darn, thanks. I liked stacking them for my museum build.
kroun  [создатель] 1 дек. 2024 г. в 10:51 
@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 дек. 2024 г. в 10:34 
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  [создатель] 10 окт. 2024 г. в 12:07 
@Hydra
The center of indpedepent research should not be dependent on whether or not the origin starts with a research lab.
Hydra 10 окт. 2024 г. в 11:59 
Found out the reason. Its because the Birch World Origin doesnt start with a Research Lab
Hydra 10 окт. 2024 г. в 9:34 
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.