Stellaris

Stellaris

AlphaMod: Civic Virtues (2.3)
75 Comments
AlphaAsh  [author] Sep 24, 2019 @ 7:17am 
It's just some brain-farting in the soldier job definition. It's not stacking - the job definitions in CV do over-ride those in AM. I just looked at it and the definition for Soldier in CV is just wrong. I'll try and find some time to fix it.

Cheers for the report.
Caek Sep 24, 2019 @ 3:50am 
I'll try and do some more rummaging through the files, see if I can't try and find out where the problem is coming from, as I love this and AM - they're my must have mods for the game! :D
Caek Sep 24, 2019 @ 3:49am 
I don't know if this has been noticed or not, or if this is expected functionality, but I *think* I've found a bug. I started building fortresses and got a huge explosion in naval capacity, way beyond what I was expecting, so I did a little rummage around and saw that the soldier jobs were adding 6 NC each instead of the basegame 4 or the 2 listed in the 03_worker_jobs file in AM 2.3, or the +2 actually listed in game.

I used SCM to check if I had any conflicts or anything going on like that, and it pointed me towards this submod. I checked the 03_worker_jobs in here, and it had soldiers giving naval capacity just like the regular one. Did a quick test to remove the +2, and it brought my naval capacity per soldier back to +4, with the extra +2 over the regular AM norm coming from the Ground Defense Planning tech as expected. I'm not much of a modder so I don't really know what's going on there, but it seems CV(B) is adding all the job outputs to regular AM's own.
simerelf Aug 31, 2019 @ 7:37am 
Thanks
AlphaAsh  [author] Aug 31, 2019 @ 7:37am 
Communal housing is limited to Shared Burden in vanilla, and Shared Burden or Communes in CV.
simerelf Aug 31, 2019 @ 7:35am 
Is there a technology lock on the communal housing or do some other civics/Ethic lock it off as I can't build in my Civ the use it Or seen any of the AI build the communal housing
Jin_Cardassian Aug 25, 2019 @ 1:59am 
I slapped together a quick compatch for this and More AI Personalities. I find it helps keep the AI from feeling so cookie-cutter and adds replayability
AlphaAsh  [author] Aug 23, 2019 @ 10:18am 
That feels like too much production from destitutes. The extra TV should come from elsewhere - possibly +1 per city district, +2 per Mega City district. Incentivises building more of those districts, which is what provides the destitutes. And slumlords like lots of shitty housing.
Rough  [author] Aug 23, 2019 @ 8:36am 
I think the Slumlord could use a little buff, specifically the destitutes. Either +1 or 2 trade value, or more unity--I prefer the TV since the whole idea is you use destitutes as clerks that don't require housing/ turn your slums into such celebrity things that people come to see them as your primary source of trade/tourism

Thinking of people visiting Baltimore MD to see the scenes from The Wire, or corporate gangsta rap's commodification of the "ghetto"
Jin_Cardassian Aug 21, 2019 @ 9:39pm 
These megacorps civics are awesome.
Rough  [author] Aug 21, 2019 @ 1:50pm 
fascinating. One more reason AM is the best mod around...
AlphaAsh  [author] Aug 21, 2019 @ 8:36am 
Some destitution: Population > 70, free amenities > 150, unemployed > 2
More destitution: Population > 75, free amenities > 125, unemployed > 4
Lots of destitution: Population > 80, free amenities > 100, unemployed > 6
AlphaAsh  [author] Aug 21, 2019 @ 8:32am 
High free amenities + unemployment. Housing doesn't factor. It's all about the polarisation of access to amenities, and the unemployed receiving no state support.
Rough  [author] Aug 21, 2019 @ 8:29am 
As a quick reminder to everyone: how do produce destitutes, outside of the Slumlord Civic? High unemployment, homelessness, and decent crime?
Rough  [author] Aug 21, 2019 @ 8:27am 
These are awesome. Great work, Alpha.
AlphaAsh  [author] Aug 21, 2019 @ 7:56am 
Updated with revised vanilla corporate civics and 7 new corporate civics.
Rough  [author] Aug 20, 2019 @ 6:32am 
I've been crazy busy. Will get to writing soon (tm).
AlphaAsh  [author] Aug 20, 2019 @ 4:05am 
Some new civics for corporations are in the internal dev/test cycle, but I've been distracted by AI and performance improvements with my testing the last few days. I'll clean up any bugs from that and get the corporate civics finished up.
Jin_Cardassian Aug 20, 2019 @ 3:34am 
Any eta on an update that covers gestalts and megacorps? Not trying to press, just curious.
Rough  [author] Aug 17, 2019 @ 8:18pm 
Has anyone used the Beneficiaries from Elite Easy Living? I'm finding them a tad on the weak side, and am wondering if I'm the only one.
Woodwyrm Aug 2, 2019 @ 3:17am 
eagerly looking forward to what you'll do to the civic where you start with robutts :cozyklei:
Jin_Cardassian Jul 29, 2019 @ 8:55pm 
Thinking about ways to make Shared Burden more interesting, this came to mind:

Merchants produce -5 Amenities, +10 Crime and +10 Wealth
Artisans produce +2 Stability and +10% Egalitarian Attraction (replacing the flat +5 Stability)
+ the unique Living Standard and Demotion Bonus
(basically this civic is more concerned about equality of outcome rather than initial distribution of ownership, like with Communes or Buy Local. Artisans are lauded as symbols of this society's commitment, and Merchants are oligarchic criminals out for themselves that have to bribe their way around)
AlphaAsh  [author] Jul 29, 2019 @ 7:44am 
All of that is gold so added to the list for consideration. Cheers.
Endovior Jul 29, 2019 @ 7:07am 
Post-Apocalyptic adds:
Reduced upkeep and housing requirements for Soldiers.
(A minor bonus on its own, but a tempting synergy with other soldier-encouraging civics.)

Philosopher King adds:
+25% Leader XP
Can build an Eternal Palace on the homeworld.
(The Eternal Palace is expensive and has a significant upkeep, but grants +1 Influence, +5 Unity, +2 Housing, and +5 Amenities. It adds +1 Noble, +1 Academic, and +1 Medical Worker job. It also unlocks a decision which makes the current ruler Immortal, letting the player's perfect ruler stick around long enough to matter.)

Slaver Guilds adds:
+5% Slave Output for Enforcers
(A dark mirror to Academics; a police force that doubles as slave drivers.)
Endovior Jul 29, 2019 @ 7:07am 
Some suggestions for civics unchanged by this mod...

Barbaric Despoilers adds:
+1 Energy from Soldiers
+5 Energy, +1 Wealth from Warlords
(Yes, the civic already does a lot, but it's a rather questionable choice as-is, and so could use a thematic buff.)

Meritocracy adds:
+1 Unity from Academics.
+1 Unity from Educators.
(A minor bonus to make a decent-but-boring civic a bit more flavourful.)

Mechanists adds:
+3 Unity, +5 Amenities from Roboticists.
(A large bonus to a 1-per-planet job to celebrate the theme of the civic.)
EmeraldPhoenix Jul 19, 2019 @ 10:35am 
Weird. That "Hunt the Hunters" Civic fits almost exactly with a custom empire I thought up and created a few weeks back. I even included that phrase in their species bio.

This was one of my favorite components of AlphaMod back when I was playing it pre-2.2, glad to see it back! (Also, 2 civic points sounds good, especially if - like me - you're playing with a whole host of stuff that can potentially add civic points.)
Jin_Cardassian Jul 18, 2019 @ 4:22pm 
I agree as well. It really takes at least three civics for a build to feel complete, and by starting with two you have cool stuff to look forward to. Starting with three is like starting D&D at 20th level. Neat at first, but a little dull over the long term.
AlphaAsh  [author] Jul 18, 2019 @ 10:30am 
I entirely agree. Taking it back to 2 restores value to the two things you get an extra civic from (the tech, and the modified AP in The Utopian Dream), and actually makes the starting civic combos more impactful, increasing replayability.

3 civic points was really only intended to make testing quicker.
Rough  [author] Jul 18, 2019 @ 10:12am 
Everyone, we're thinking of cutting back the civic points to 2 again and wondering what you all think. Personally, I think that too many civic points cheapens the civics' mechanical uniqueness. You should have to work to make that 3-4 civic perfect society. Thoughts?
AlphaAsh  [author] Jul 18, 2019 @ 4:21am 
lol

Thank you.
Jin_Cardassian Jul 18, 2019 @ 3:52am 
Well, Xeno-Compatibility here I come.
AlphaAsh  [author] Jul 18, 2019 @ 1:28am 
"Man, these civics are quite a game changer. I'm currently rocking Beacon of Liberty + Idealistic Foundation + Parliamentary System. I can't even imagine what my culture workers must be doing to generate so much unity."

Legal prostitution, probably. Space Amsterdam, not Space Athens.
Jin_Cardassian Jul 17, 2019 @ 11:05pm 
Not enough slaves to be Space Athens.
Rough  [author] Jul 17, 2019 @ 8:40pm 
Congratulations, you've founded Space Athens. Just don't make Space Socrates aka culture workers drink hemlock...
Jin_Cardassian Jul 17, 2019 @ 7:45pm 
Man, these civics are quite a game changer. I'm currently rocking Beacon of Liberty + Idealistic Foundation + Parliamentary System. I can't even imagine what my culture workers must be doing to generate so much unity.
Jin_Cardassian Jul 15, 2019 @ 2:04pm 
Thanks
AlphaAsh  [author] Jul 15, 2019 @ 2:33am 
Education policy, Education Programs decision, Transcendent Learning. Educators and Academics do not factor.
Jin_Cardassian Jul 14, 2019 @ 6:44pm 
What sort of factors effect a pop being Inexperienced, Qualified, or Transcendent? Educators and Academics on planet?
Rough  [author] Jul 12, 2019 @ 8:43am 
That's a thought, thanks.
Jin_Cardassian Jul 12, 2019 @ 5:01am 
Playing through it again, I would suggest a moderate buff to Shared Burden. Demotion time is so much faster than vanilla that the civic's own reduction makes no practical difference.
Jin_Cardassian Jul 11, 2019 @ 11:51pm 
I'm very glad to see this mod. Lots of cool stuff you've made. I especially like the inclusion of Buy Local and Communes. Vanilla is seriously lacking in ways to model economics outside the state/corporate spheres.
Rough  [author] Jul 11, 2019 @ 8:04pm 
But on the upside, Ash, myself, and Endovior are pretty committed to continuing to do cool stuff to expand Alphamod...it's only going to get better and better
AlphaAsh  [author] Jul 11, 2019 @ 3:05pm 
Added FAQ to blurb.
AlphaAsh  [author] Jul 11, 2019 @ 3:01pm 
Copy paste from page 2 of comments:
Nope. There's not enough content in vanilla to keep the new civics interesting. This is an expansion of civics reliant on an expansion of content. And since the supplement ties into about 90% of AlphaMod's content, it's pointless taking out the 10% that isn't.

This is extra content for players of AlphaMod. Doubtless there are plenty of standalone alternatives that work better with vanilla.
ekoparker Jul 11, 2019 @ 2:59pm 
Will there ever be a standalone?
Rough  [author] Jul 11, 2019 @ 9:54am 
The mod changes vanilla civics (and a few jobs I think) and requires Alphamod. So if there's a mod that changes or depends on vanilla civics, or isn't compatible with Alphamod, it won't be compatible with Civic Virtues.
AlphaAsh  [author] Jul 11, 2019 @ 8:45am 
It has some, yes.
vasilis2505 Jul 10, 2019 @ 11:55pm 
what about incompatibility of this mod
Gaata Jul 10, 2019 @ 10:59pm 
Such stories write themselves :steamsalty:
Endovior Jul 10, 2019 @ 8:01pm 
Also, as player feedback; I'm running Byzantine Bureaucracy + Genetic Inheritance + Genetic Welfare for pure pop growth synergy. I combined this with additional Administrators and Medical Workers from Security Zones to make an amazing pop engine (50 years in, I have 50% more pops than my closest non Fallen Empire rival), and took the nicely synergistic Efficient Bureaucracy as my fourth civic pick (after Galactic Administration) to keep Admin Cap issues at bay. Having plenty of fun with the mod so far; the way that it allows such different playstyles is amazing!

I'm looking forward to seeing what you have planned for Corporate/Gestalt civics.