Stellaris

Stellaris

579 ratings
Overpowered Civics 3.3*
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Apr 3, 2018 @ 2:56pm
Apr 19, 2022 @ 4:02am
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Overpowered Civics 3.3*

Description
19/04/22: Another bug fix patch. Also added Endbringer Cult based on an old suggestion that I never got around to implementing... As before, if you have a descriptor error check the "spare" version linked below


Are you sick of your leaders dying? Do you want to blast the End-Game Crisis back where it came from? And, most importantly, are you happy to throw balance out the window to do it?



IF YOU HAVE A DESCRIPTOR ERROR...
If the go-to unsubscribing/resubscribing fix doesn't work you can try clearing your launcher cache, as kindly outlined by ApocalypSam in the comments:

"What worked for me:
1. Unsubscribe
2. Make sure all files for this mod are gone:
-No descriptor file in the folder Documents/paradox interactive/stellaris/mod/ with the id 1351653132
-No folder with the same id in [steam library folder]/steamapps/workshop/content/281990/
3. Remove it from all playsets it's in inside the launcher
4. Resubscribe, steam should re-download it now"

And if you don't have any luck with ApocalypSam's method or don't want to have to fiddle around, I'd suggest unsubscribing from the main mod and subscribing to the backup instead:

https://steamcommunity.com/sharedfiles/filedetails/?id=2478616798



Also check out my Exigency mod if you prefer your civics slightly less broken: https://steamcommunity.com/sharedfiles/filedetails/?id=1610020781



Important note: These civics are blatantly overpowered to the point that they're basically cheats! Randomly generated empires won't spawn with these civics, but if you want to manually create an AI empire and give it one of these civics you'd be giving them a significant buff!


GODMODE
Cannot be added or removed after game start
Combines bonuses from (most!) of the other civics. Note that GODMODE doesn't include bonus traits or secondary species etc

GODHEART
Hive Minds only. Combines elements of Biomatter Mastery with further production bonuses

GODMACHINE
Machine empires only. Combines elements of Galactic Annihilators with further production bonuses




ENDBRINGER CULT
Requires Utopia DLC
Regular Empires only.
-Empires have a much lower Opinion of you!
+20% to production from Jobs and orbital stations
+20% Naval Capacity
+2 Starbase Cap
+1 Influence production
Once you have unlocked the Transcendence perk, you may spend 500 Influence from the Edict menu to bring about the End of the Cycle.

CAUTION: Be very careful about giving this one to AI empires!

PSIONIC DESTINY
Cannot be changed after game start
A buffed version of Psionic Heritage from the Exigency mod: Exigency mod not required to play but having it enabled will allow Psionic Destiny to unlock bonus psi techs the same way Psionic Heritage does
Start with Psionic Theory and the Psionic trait, and all your Psionic pops produce tiny amounts of Zro
Start with the ability to build Psi Arcology planetary buildings
+50% Psionics research speed
NOTE: Despite starting with the Psionic trait, you will still need to unlock Telepathy through an ascension perk to pursue Transcendence

ABHORRENT ASCENDANCY
Cannot be changed after game start
Requires Utopia DLC
-Not available to Hive Minds or Machine Empires
-Not compatible with Syncretic Evolution or any civics/origins that don't work with Syncretic Evolution (Life-Seeded, Mechanist, Agrarian Idyll, Fanatical Purifiers etc)
Start with 4 pops of docile workers (happiness doesn't apply, just like with Nerve-Stapling). Your main species produces 20% more when working in specialist or ruler jobs.
Start with the unique Low Arcology building (bonus planet capacity, housing, and slave/worker production) and High Arcology building (grants amenities and 4 Noble jobs), and the ability to build more

DIVINE POWER
Cannot be changed after game start
+75 to Trust cap, +75% Trust growth, +50% trade attractiveness
Gives your species the "Divine" trait, granting Immortality, +100 Ruler opinion, and a massive +30% bonus to habitability

BIOMATTER MASTERY
+50% to all food output
+50% Biology research speed
Unlocks edicts allowing you to spend food for strong bonuses
Access to special buildings that cost/consume food

ETERNITY CELL
Physics Research Speed: +30%
Empire Energy Generation: +30%
Shield Hitpoints: +50%
Energy Weapon Fire Rate: +15%
Sublight Speed: +25%

KNOWLEDGE KEEPERS
+20% to all Research speed and +2 tech alternatives
+1 Archivist job per 33 pops, producing 12 of each Research type for 2 Energy
+50% to survey speed and anomaly research speed
+33% archeology site dig speed
+2 leader level cap

COSMIC FORGE
Engineering Research Speed: +30%
Alloys Production: +30%
Megastructure Build Speed: +40%
Terraforming Speed: +40%
Ship Hull Points: +35%
Armor Hit Points: +35%

PERFECT UNISON
Society Research Speed: +30%
Governing Ethics Attraction: +50%
Monthly Unity: +20%
Leader Level Cap: +2
Stability: +10
Pop Growth Speed: +20%
Edict Duration: +35%
Happiness: +10%

GALACTIC ANNIHILATORS
Armies deal +150% damage!
+35% Naval capacity and +50% weapons damage
+100% Orbital Bombardment Damage
-40% to War Exhaustion and Claim Cost
+50 to Subjugation acceptance


COMPATIBILITY
This mod doesn't change any base files so it should be compatible with pretty much everything! ... Except balance and fair play. Definitely not compatible with those
Popular Discussions View All (2)
6
Dec 19, 2018 @ 5:48pm
Modifiers missing in the civics selection screen as of 2.2 Le Guin
Deagroth
1
Dec 13, 2018 @ 3:58pm
Secondary Species
Red-Eyed_Gelynome
508 Comments
Voidseeker May 10 @ 3:02am 
Will you add Councilor Positions to the Civics?
kinexxona Nov 23, 2023 @ 3:32am 
What happened with updates?
guardian1368 Oct 23, 2023 @ 5:01am 
is there way to stop AI having this
guardian1368 Sep 7, 2023 @ 4:12am 
it works but is there way to stop AI getting it
Yes Jul 25, 2023 @ 6:10am 
mod still works fine yall
WatcherCCG Apr 20, 2023 @ 4:20am 
Still with us, Ed?
Wizard_ice Mar 8, 2023 @ 8:04am 
I've been using it recently, so yes this mod still works perfectly fine
Walker Feb 26, 2023 @ 11:04am 
does this still work?
-Z- Feb 17, 2023 @ 5:45am 
Hey, great mod. Could you please update it?
asdf Dec 2, 2022 @ 3:08am 
The AI not building buildings seems to be an incompatability problem with startech AI (and presumably starnet AI too since they're almost the same thing). With the unmodded AI it seems to more or less work, but it completely breaks startech AI.

After messing with it a bit I tried deleting the buildings folder and that 'seems' to fix the problem (I obviously haven't tested it very much though so I have no idea what other problems would come of it, but at any rate the problem seems to be related to some of the new buildings).