Stellaris

Stellaris

[OUTDATED] Civics Expanded: Civics Only
127 Comments
MadeinCanada Jan 10, 2022 @ 12:05pm 
Now, because so much of my time is devoted to work and school, do not expect large content updates often. I will of course work on new updates and features, so keep ideas coming, it's just that it will take much more time. Patches to ensure functionality/bugfixes will be done ASAP when reported.

I have more plans for this, and I really want to work on a bunch of new ideas, and also integrate all the great ideas you guys have, like in the suggestions thread.

I sincerely thank you all for your patience and co-operation, and I hope that we can all make this mod better than ever before! I will send a message here when the new version is up, and I will request ElectroHelal to upload a patch here which adds an ingame event to inform people of the new mod (which can be disabled to prevent annoyance ofc).

-MadeinCanada10

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MadeinCanada Jan 10, 2022 @ 12:05pm 
Hello everyone. I know it's been a while (around 6 months?) and I once again apologise for my absence, I was in a very difficult place and was very busy.

Now, I fortunately plan to return! First of all, the mod needs to be up to date with the current version; I believe it is mainly compatible as of now, but I am sure there are a few issues, so please send those issues here in the comments so I know what to fix.

The new version will be ready soon, hopefully before next week, I'm guessing Saturday/Sunday.

Important! The new mod version will be on a different modpage, and will go under the name of Empires Expanded (a more fitting name I think). This is because ElectroHelal is the original uploader of the mod (before I had Stellaris on Steam) and so I cannot upload patches myself. This transfer will allow me to more easily keep it updated.

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bizmaster The Slav Nov 26, 2021 @ 8:44pm 
will this be updated?
Gexi_TheHundredth Sep 17, 2021 @ 5:23pm 
When do you think to earliest time would be for this mod to update to 3.1?
Wintermist Aug 5, 2021 @ 12:59pm 
I wonder if the Peacekeeper Federation is not working as intended. Only the bottom option enters them into the federation, and the other one you can't change their Ethics and it also don't enters them into the federation as it states. It could perhaps be a mod incompatibility with ACG? Not sure. Thought I'd mention it in case others run into it too.
MadeinCanada Jul 9, 2021 @ 3:13pm 
@Grendain Is the mod not working? It should be.

If you're simply asking for more content, we released a large content update to the main mod recently, it's linked in the description. We are working on more content, although I am only one person and I have work and school, so I cannot devote too much time to this. Updates will be steady, but it will be kept up to date as much as possible
Grendain Jul 9, 2021 @ 3:46am 
Pls update for 3.0.3 with more news civis. This mod is goood
MadeinCanada May 26, 2021 @ 10:29am 
@Cookiesnm1lk It should be in the Artificial Intelligence policy area. If not there, do you have any mods that alter the policies?
Cookiesnm1lk May 26, 2021 @ 1:13am 
"Machine Cult (NEW)
Engineering research from jobs: +10%
Construction time: -15%
Traditionalist faction likes machines
AI Worship policy option available
Priests produce 3 Engineering Research instead of 2 Society Research"

i cannot find this AI worship policy. it's not in religion or any of the other policy options. even tried using the "free policies" command and it did not show up.
MadeinCanada May 22, 2021 @ 7:30am 
@Faust Sorry, I forgot to send a message here when the mod was updated a few days ago, but it should be working now
Faust May 16, 2021 @ 3:04pm 
Ok, I will wait)
MadeinCanada May 14, 2021 @ 10:58am 
@Faust You're right, there's an issue there. I'll fix it with a patch soon
Faust May 13, 2021 @ 2:59pm 
Russian translation doesn't work?
MadeinCanada May 10, 2021 @ 12:41pm 
@Orcus No problem, glad you got it working!
Orcus May 10, 2021 @ 4:24am 
Yup, that was the problem, sorry about the messages.
Orcus May 10, 2021 @ 4:09am 
For fucks sake, i just realized that i miss a comp patch for Banned!, i'll see if that helps.
Orcus May 10, 2021 @ 4:05am 
Apparently there is a problem with the synthetic cult civic, my traditionalist faction hates that i got robots and that synthetics are allowed free will.
MadeinCanada May 8, 2021 @ 7:00am 
@The BlackVision Thank you! Yes, the gestalts have not really been getting as much support and work as the main civics, I'm aiming to rectify this and make those civics more interesting in the following update
The BlackVision May 7, 2021 @ 3:46pm 
Seems an excellent set of surprisingly well balanced civics... right up until I saw the Gestault ones. Some of those are OK, or would be if they either cost 2 civics or had a downside, but as they stand, rather ridiculous.

Other than that, an excellent set of civics that everyone should have!
MadeinCanada May 1, 2021 @ 10:04am 
@SharkSam Thanks I'll investigate further.
SharkSam Apr 30, 2021 @ 8:16pm 
There are also some mods that may be are causing the issue such as the OP Traits & Civics mod, More Civics mod and Revolutions - Ethics and Civics mod
SharkSam Apr 30, 2021 @ 7:09pm 
I'll try and get you a screenshot as soon as possible
MadeinCanada Apr 30, 2021 @ 2:15pm 
@SharkSam This happens when you start the game? It overwrites the civics and things you've chosen? Again, I don't know why this would happen, it's quite strange, as nothing in the code would be causing this problem and I certainly cannot reproduce the issue on my end.

But I'll keep trying to investigate, if you could just give some more info and maybe a screenshot too?
SharkSam Apr 30, 2021 @ 2:10pm 
by randomized I mean that it basically choose is civics at random that are compatible with the ethics I pick
MadeinCanada Apr 30, 2021 @ 10:42am 
@SharkSam What do you mean by "randomized"? Like the other empires' ones are random? I'm not sure how this mod would e causing that, I'll check.
SharkSam Apr 29, 2021 @ 7:16pm 
Ethics and Civics Classic 3.0 which is one of the mods I am currently using has a small problem the civics and authority are basically randomized

I think your mod and the code changes that it induces may be causing this problem

so can I ask you to take a bit of your time and troubleshoot with the creator of the Ethics and Civics Classic 3.0 mod
MadeinCanada Apr 26, 2021 @ 12:46pm 
@WordBearer94 Yes I did think about that; I could overwrite the origin file to allow for spiritualist Synthetic Cults to select it, but I did have in mind to make a new origin in the future, which acts kinda like the Mechanist origin.
But yes, I'll be sure to do something about that, and thanks for liking the mod!
WordBearer94 Apr 26, 2021 @ 12:44pm 
Hey, really like the additional civics. Gives just more avenues for roleplay and playstyles. We bit of a problem though with the 'synthetic cult' civic though. It promotes robot/droid pops so I thought that the 'mechanist' origin would go hand-in-hand with it but the civic demands 'spiritualist' ethic which fully counters it. It seems like the setup in the civ creator has both sides fighting with no winner. Not sure how to remedy this but just wanted to voice my thought on it.
Really wanted to create an Adeptus Mechanicus feeling civ but this is creating some hiccups.
Cheers for the mod though :)
MadeinCanada Apr 25, 2021 @ 12:13pm 
@Drago Duval Ah, I didn't think of that! I'll be sure to patch that out or find an alternative
Drago Duval Apr 25, 2021 @ 12:06pm 
Love this mod, but just a quick "bug" report, if you get the military academies civic, any already build fleet academy stay, so you can keep it and build the new one for a +400 xp bonus at the start. It's more of a feature than a bug i guess, still nice :D.
Berewolf Apr 23, 2021 @ 7:28pm 
GOod
ElectroHelal  [author] Apr 22, 2021 @ 10:14am 
Mod updated, the extra starting civic slot has been removed, but it's recommended to use a mod that adds a civic slot such as this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2247921568
MadeinCanada Apr 18, 2021 @ 6:40am 
@AnTi Yes, sorry about no info, there will be a patch for the latest version soon. I will post updates in the comment section of the main mod (linked in the description of this mod.)
AnTi Apr 17, 2021 @ 5:59pm 
will there be a update ?
Jack Jack Attack Apr 4, 2021 @ 9:30am 
Honestly the VSB looks like it should be an empire-unique upgrade. -10% Hyperlane charge, 500 Alloys, built once applies in all friendly territory. That's a hell of a good upgrade when you have limited fleet and hostile neighbours on multiple sides.
MadeinCanada Feb 13, 2021 @ 1:52pm 
@Ensavil That is indeed a big issue; though I do recall it being limited to only three or so in version 2.7. It likely had an issue when the game got updated; this problem will be fixed in the next patch.
Ensavil Feb 13, 2021 @ 6:42am 
Part I:
I would like to report a problem with the Bureau of Transportation civic and its associated starbase building. While I am unsure whether it is a bug or simply a balance issue, it makes the civic in question quite game-breaking. Basically, as of writing of this comment (Stellaris version 2.8.1), each Vessel Streamlining Bay grants a stacking modifier that, among other bonuses, reduces the time it takes for a ship to enter a hyperlane by 10%. Since said modifier is immediately applied to every ship country-wide and VSB can be built on every upgraded station, it quickly leads to a situation where every single ship has a negative hyperlane windup time, causing it to jump between multiple systems within mere days, without even reaching appropriate hyperlane entry points.
Ensavil Feb 13, 2021 @ 6:42am 
Part II:
This, combined with stacking reduction of jump drive cooldown and sublight speed bonus, makes an empire with the Bureau of Transportation civic steamroll everyone with its supreme logistical might for less than 2000 alloys. As a consequence, both hyperdrive upgrades and empire designs without BoT civic are rendered not viable, especially in later stages of the game, when the number of starbases controlled by countries increases. I would therefore strongly recommend implementing some restrictions on Vessel Streamlining Bays, such as making their effects only apply to ships build within a starbase containing one or limiting the number of VSBs an empire can build.
MadeinCanada Feb 3, 2021 @ 7:22am 
@Parysys That's great! Yes, if you could share the translated files when you are done, that would be great.
Parysys Feb 2, 2021 @ 6:33pm 
Hi everyone. I'm currently translating this mod in French for my personnal use (just this one, not Civics Expanded+ or Civics Overhaul). If some are interested, I can share the translation with @MadeinCanada10 as soon as it's completed. Bye :steamthumbsup:
MadeinCanada Nov 28, 2020 @ 6:17am 
@A Gerbil Mob It is likely another mod that alters the bombardment policy that is the issue. If this is so, I can make a compatibility patch to make that civic functional with that mod. If you aren't using other mods, then it is probably an issue with the mod.
A Gerbil Mob Nov 27, 2020 @ 6:20pm 
The "Collective Punishment" Civic says it unlocks the Armageddon stance for ships but it still does not allow in-game. Is anyone else having this issue?
MadeinCanada Nov 26, 2020 @ 10:29am 
@Spurdo Spärde Benis:DDDD I am not aware of such issue, could it be a mod compatibility issue? Or perhaps you can change the resolution or such of the game?
Dooming Feels Nov 25, 2020 @ 3:23pm 
Is there a mod to fix the issue with scrolling on the civic list?
MadeinCanada Nov 1, 2020 @ 11:51am 
The mod was updated yesterday; the description is just not updated. It should now work.
MadeinCanada Oct 30, 2020 @ 11:14am 
@Zandakar Oh it did help, don't worry. I managed to fix an issue which could've been a major problem if left unfixed.
Zandakar Oct 30, 2020 @ 11:12am 
I'm not trying to rush you, I just didn't know if that bit of info might help
MadeinCanada Oct 30, 2020 @ 3:38am 
@Zandakar I found the issue, the mod should be updated soon.
MadeinCanada Oct 30, 2020 @ 2:42am 
@Zandakar I'll check out the issues, please bare with me for the time being.