Stellaris

Stellaris

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EP's Civics, Origins, & More
   
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6.399 MB
Dec 3, 2023 @ 8:31pm
Jun 8 @ 5:57pm
141 Change Notes ( view )
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EP's Civics, Origins, & More

In 1 collection by Easy Pete
EP's Mods
3 items
Description
This mod currently provides 28 additional civics, 5 origins, 2 traditions, 6 ascension perks, and 3 planetary decisions

Civics
Regular Civics
  • Quantity Over Quality
  • Robust Officer Corps
  • Standardized Paperwork
  • Organized Militias
  • Digging Deep
  • Social Media Obsession
  • Special Economic Zones
  • Bio-Mechanical Reanimation
  • Bio-Fuel Specialists
  • Judge, Jury, Executioner
Corporate Civics
  • Standardized Paperwork
  • Narco State
  • Galaxy Web Services
  • Deep Rock Expropriation
  • Content Creator Culture
  • Fast Food Empire
  • Special Economic Zones
  • Aggressive Outsourcing
  • Bio Fuel Marketing
Machine Civics
  • Steel Swarm
  • Junk Bots
  • Iterative Scanning
  • Deep Excavation
  • Bio Fuel Refining
Hive Civics
  • Overwhelming Numbers
  • Collective Curiosity
  • Digging Deep
  • Bio Fuel Techniques

Origins
Agrarian Republic
  • Start on a size 30 agrarian arcology with agrarian arcology preference.
  • Has access to the agrarian arcology planet decision without the agrarian engineering ascension perk.
  • Must not be fanatic materialist, fanatic authoritarian, corporate, hive mind, or machine intelligence.
  • Agrarian arcologies are specialized worlds that support industrial scale agriculture.
Junk World
  • Start on a size 30 junk world with junk world habitability preference.
  • Junk World provides a -10% to empire size from all sources and -10% bio pop happiness on the planet.
  • Junk Worlds use a new district set that produces resources scavenged and recycled from the planet.
System State
  • Start in a system with a minimum of 4 guaranteed terraforming candidates.
  • Start with the research option for all terraforming technologies available to research
  • -50% empire size from pops, colonies, districts, and branch offices.
  • +2000% increase in empire size from systems.
  • +25% pop growth speed and +25% unity
  • No guaranteed habitable worlds outside home system.
Lithomancer
  • Start in a system with several crystal asteroids and molten worlds.
  • Periodically discover how to spawn space monsters and leviathans as friendly fleets
  • No guaranteed habitable worlds outside home system.
  • Lithoid only.

Traditions
Administration
  • Available to Regular and Corporate empires
  • Focuses on edict, administrator, and empire size modifiers
Verticality
  • Available to empires that have researched the Weather Control technology.
  • Focuses on playing tall. Unlocks planetary gentrification planet decision on completion.

Ascension Perks
Defense In Depth
  • Requires Eternal Vigilance ascension perk
  • +50% starbase hull strength; +50% starbase and defense platform damage; +10 defense platform capacity
Populist Perogative
  • Reduces empire size from pops by 50%
Industrialist Perogative
  • Reduces empire size from districts by 25%
  • Reduces upkeep from districts by 25%
Agrarian Engineering
  • Allows for the creation of Agrarian Arcologies
Crystalline Mastery
  • Allows for impoved crystal monsters and crystal armies for lithomancer origin only.
Draconic Mastery
  • Allows for improved space dragon fleet power. Also adds the research option for dragon scale armor. For lithomancer origin only.


Planetary Decision
Designate as Junk World
  • Added decision for turning any non-Ecumenopolis and non-Relic World into a Junk World
  • Requires the Planetary Junkyard ascension perk.
  • Costs 5000 alloys and 5000 consumer goods or 10000 alloys for gestalt empires
Agrarian Arcology Project
  • Added decision for turning any non-Ecumenopolis, non-Junk, and non-Relic World into an Agrarian Arcology
  • Requires either the Agrarian Republic Origin or the Agrarian Engineering ascension perk.
  • Costs 5000 alloys, 5000 volatile motes, and 10000 food.
Planetary Gentrification
  • Decision unlocked by finishing Verticality tradition.
  • Adds +50 amenities, +50 housing, and +2 max districts.
Deep Rock Coordination Center
  • Decision unlocked by Digging Deep or Deep Rock Expropriation civics
  • Adds Deep Rock Coordination Center feature to planet.
Spawn Crystal Entities
  • Spawns several friendly crystal fleets.
  • Requires a crystal asteroid and the lithomancer origin.
Release the Kraken
  • Spawns a Molten Kraken defense army on a non-artificial colony.
  • Requires lithomancer origin.
Hatch Molten Dragon
  • Shatters a molten world and spawns a juvenile molten dragon.
  • Requires the lithomancer origin.

Compatibility
Should be compatible with most mods. Some features will not work with custom planet classes.

Member of the Stellaris Modding Den
If you have any feedback or complaints, please send them to me in the Easy Pete’s Mods channel in the discord link: https://discord.gg/WpeXm2h

EP's Other Mods:
EP’s Relevant Terraforming: https://steamcommunity.com/sharedfiles/filedetails/?id=3155775854

EP’s Additional Megastructures: https://steamcommunity.com/sharedfiles/filedetails/?id=3155789435

Link to mod for Simple Chinese localisations; courtesy of 卡尔文迪斯梅特:
https://steamcommunity.com/sharedfiles/filedetails/?id=3108330591&searchtext=
49 Comments
Easy Pete  [author] Jun 5 @ 6:24pm 
@Iffer2x3 I do not know, I have never used that mod. This mod does not change any vanilla files so there’s a low chance they conflict unless the other mod changes a lot of vanilla files
Iffer2x3 Jun 5 @ 3:39pm 
does this work with ethics and civics expanded classic?
samsockeater May 8 @ 11:04am 
weirdness, oh well
Easy Pete  [author] May 8 @ 6:27am 
@samsockeater pretty sure you need all three of the terraforming techs to terraform a barren world. Either way I tested the mod and everything is fine as far as errors go.
samsockeater May 8 @ 5:57am 
right so system state is being awkward - researching climate restoration doesn't seem to convince the barren terraforming candidates in the system that i can terraform them, thought it wouldn't like existing but figured it was worth a test
Easy Pete  [author] May 8 @ 2:56am 
@samsockeater new update just came out, haven’t had a chance to boot up the game myself yet.
samsockeater May 8 @ 2:40am 
any idea if this'll work on current version? had a cool idea for system state and virtuality and reckon i may as well ask
Easy Pete  [author] Mar 20 @ 3:08am 
@0zzymandeus vanilla AI empire should not randomly spawn with origins, you can spawn a custom AI empire with the origin. Junk worlds have a slightly higher chance of randomly spawning than a gaia world. Agrarian Arcology do not randomly spawn. They are similar to regular arcologies in that they require an ascension perk.
0zzymandeus Mar 20 @ 2:45am 
Does the AI use any of the origins, or do planets like the Junk World and Agrarian Arcology spawn in the galaxy?
Easy Pete  [author] Mar 13 @ 4:06am 
@/ideation thanks I'm glad you like it. If you have any suggestions for something you think might be cool, feel free to post them in the discussion board.