Stellaris

Stellaris

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Original Origins, Traits, and Civics 3.14
   
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Oct 12, 2021 @ 4:12am
Feb 8 @ 8:13am
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Original Origins, Traits, and Civics 3.14

Description
Provides some extra unique traits, origins and civics to Stellaris gameplay that are available at empire creation. They are meant to influence your gameplay a bit more than the average vanilla feature but also balanced (but can be adjusted through comments/discussions).

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Origins:
  • Absolute Zero - Your solar system starts with a Null star and a capital modifier that grants a 25% physics, society, engineering and -30% food upkeep. Your empire has received a mysterious cache which proves to make this a challenging origin.

  • Ancient Seekers - The empire stumbles upon the discovery of a long-lost civilisation on their home planet, where signs of their existence are present in their current location of the galaxy. There is a 25% chance to find a piece of the 3 pieces that are shattered across the galaxy using a planet decision on new colonies. When 3 pieces are collected, they can be used to access an archaeological site for science or what they truly sought out. However, these constant search and exploration expeditions do come at a cost: all research -25% until the end.
Civics: ~plus one civic slot is added~
  • Contained - Building mining, research and observation stations will automatically reinforce the system with at least 4 military stations and increasing with the amount of resource stations present. However, if there are more than 5 resource stations present, the system will be deemed a valuable asset and reinforced with 10 military stations. They are designable, upgradable (manually and automatically every year) and will also be deployed after capturing an enemy system. Also gives access to special technology that upgrades the military station's class.

  • Hallucinations - You start with Psionic Theory and admirals that have the psionic trait give their commanding military ships a 50% chance to summon hallucinations after being destroyed, that do no damage. These hallucinations if not destroyed, disappear after 30 days.

  • Cataclysmic - In an effort to exploit their planets of resources, a special building can be built that extracts resources from deep within the planet giving: 1 translucer job, 1 Chemist job, 1 Gas Refiner job and a +50% alloys from pop jobs. This does however come at a cost giving the planet a Disturbed Core which can reach destructive levels. The building can also be converted in order to save the planet's core draining resources instead and giving a Core Mender job that produces Unity.

  • Luminaries - Minor artefacts found throughout the galaxy can be used to improve unique rulers and leaders by granting them a trait that can be enhanced at doubling costs. The lucky few may find the secrets of immortality in these artefacts and ascend beyond the mortal mind.

  • Libation - The being thirsts for payment every 10 years granting different effects for the duration of 10 years where refusal is possible. The strength of these effects depends on a special policy that dictates the number of pops sacrificed; 1 for 10%, 5 for 25% and 10 for 50%.

  • Acumen - Every time a barren planet is surveyed, there is a 5% chance for your empire to preserve its terraforming compatibility, giving a terraforming candidate modifier and listing the planet in the situation log.

  • Ancient Power - This mysterious ancient power can be split among many forces, but its limit is reached every 10% of the used naval capacity, reducing its energy also by 10%. The maximum power can be maintained at under 10% the total naval capacity, granting: Ship Weapons Damage: +50% Ship Fire Rate: +50% Sublight Speed: +50% Daily Shield Regen: +5%.

  • Planetary Shift - A planetary phenomenon can be triggered through a planet decision to make the planet size increase or decrease with prepare time of a year. The max of 40 and min of 1 planet size can be achieved where 20 is a neutral point. A planet modifier scales every 5 planet size increasing or decreasing: Planet Stability: +5 Resources from pops jobs: +20%.

  • Space Destined - Start the game with a guaranteed chain of starbase class technologies after the first found and a policy that unlocks with each starbase class technologies. Each of the options enable an automatic upgrade of a recently built outpost to a chosen starbase class at no extra cost. Once a number of total starbases is reached, special technologies will also unveil.

  • Profusion Warfare - Military production is increased every 100 total naval capacity giving (upto 25%): Ship Build Cost: -5% Ship Build Speed: +5% Ship Upkeep: -5% Army Cost: -5% Army Build Time: +5% Army Upkeep: -5% Ship Weapons Damage: -5% Assult Army Damage: -5%.
Traits:
  • Bureaucratic: Administrators produces +10%

  • Cheerful: Pop happiness +5%

  • Diligent: Resources from pops +5%

  • Practical: Alloys from pop jobs +15%

  • Methodical: Pop upkeep: -10%

  • Chaotic: Administrators produces -10%

  • Miserable: Pop happiness -5%

  • Indolent: Resources from pops -5%

  • Ineffective: Alloys from pop jobs -15%

  • Inefficient: Pop upkeep: +10%

Compatibility:
- Fully compatible with other mods.
- Should be save compatible.

Other mods:
Ultimate Automation
Game Performance Optimisation Fix
Cleanse & Rebirth

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

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Donated This Month: £0
Popular Discussions View All (2)
12
Feb 11 @ 7:29am
Bug Reports
RegiZero
6
Aug 13, 2022 @ 1:57pm
Adjustments and ideas that should be considered
RegiZero
68 Comments
ckinderknecht11 Jan 31 @ 12:53pm 
Our boy Karma's lost in the sauce. It's okay, it happens to the best of us.
RegiZero  [author] Jan 11 @ 2:57am 
@Karma Not sure what you mean, there are no new districts added. It's mainly origins, traits, and civics which are all compatible with hivemind.
Karma Jan 10 @ 4:04pm 
Do these new districts work with Hiveminds too?
Rawr'kraine 🐉 Jan 10 @ 12:44am 
HAZZAH! It's FINALLY updated! Thank you so much for your work!
RegiZero  [author] Jan 6 @ 2:33pm 
@everyone I have just (finally haha) updated the mod to 3.14 along with some fixes and improvements:
- Tweaked Absolute Zero Origin ship components where the more notable change was armour hardening instead of regen for the armour components.
- Luminaries effects now also double along with the cost. This only has the ruler as an option but the trait now transfers to the new rule if changed. There may be more leader options in the future.
- Fixed all of the civic and origins that were broken/buggy.

Well, that's about it for now. I'll do a content update next... Whenever that will be haha. Let me know if anything doesn't seem right or you find any bugs!
RegiZero  [author] Nov 7, 2024 @ 2:34pm 
@Ham Stroker's Ejacula Glad to hear it. It's tough times at the moment but I'll do my best to update the other mod and still get onto this one haha
Ham Stroker's Ejacula Nov 5, 2024 @ 7:13am 
Hope this gets updated one day, its one of my favorite civics mods
RegiZero  [author] Sep 26, 2023 @ 9:50am 
@Wurf Yeah, it's something that's from another mod and it shouldn't be upgrading to that if you don't have it. I'll be fixing that in the next update whenever that'll be, but probably sooner rather than later I hope haha.
Wurf Sep 25, 2023 @ 10:00pm 
Might be mod conflict but with contained civic, when you research the upgrades it eventually upgrades to something that doesn't exist so the stations end up being empty(No weapons or anything so it just has Hull HP) So basically can't have auto research on as it makes the civic useless in the end
RegiZero  [author] Sep 22, 2023 @ 3:05pm 
@Teckly Most of it yea, I think so.