Stellaris

Stellaris

No limitations - civics
49 Comments
Mandude Nov 23 @ 5:31am 
Just wanted to comment, thank you author for staying up to date with the comments and relying to everyone, it is very helpful in many ways.
drachenklinge4 (hart)  [author] Oct 27 @ 10:18am 
@Everbane sadly not. I did not unlock it as attempting it would crash the game.
Everbane Oct 25 @ 2:19pm 
Does this mod let me be a rogue servitor and a driven assimilator at the same time?
John Shepherd N7117 Oct 21 @ 12:47am 
Thank you. Corporations are picking things to their liking.
By chance can it also be the opposite? For AI to select some of the corporate civics? Not the ones that affect branches mind you but the others?
drachenklinge4 (hart)  [author] Sep 30 @ 3:26am 
@♿ sometimes steam doesnt automatically update the mods u have installed. In such cases try unsubscribing and resubscribing.
Sep 28 @ 1:22pm 
like tankbound and such
Sep 28 @ 1:22pm 
just saying the mod is, in fact, not updated to 4.1 its still missing the new dlc civics
drachenklinge4 (hart)  [author] Sep 28 @ 7:12am 
The mod is now updated to 4.1
Void_Knight Sep 24 @ 7:16pm 
Also confirming that the new civics from secrets of the shroud do not show up when this mod is active. I have found no other issues aside from that
Ronobla Sep 23 @ 7:29am 
If the creator of this mod sees this: Both Origins and Civics are broken
Sep 23 @ 5:27am 
this currently REMOVES the new civics for some reason. otherwise cool mod but pls update
drachenklinge4 (hart)  [author] Aug 19 @ 9:21am 
@pwrite2020 I did not change the amount of civics an empire can have.
pwrite2020 Aug 19 @ 9:16am 
is the max still three civics? or can you get more than that with this mod?
drachenklinge4 (hart)  [author] Aug 17 @ 3:14am 
@Worf Bodysnatchers is now allowed with doevouring swarms and evolutionary predators. I inially did not allow it for devouring swarms as the secondary species will probably immeadely be purged.
Worf Aug 16 @ 8:42am 
Whilst working at 4.0 it does not seem to affect the new Biogenesis stuff. I dont know it it takes alot of work to unbrick but id really like to take Bodysnatcher with Evolutionary Predator and or Devouring Swarm to make some Zerg Xd
marco.medina May 16 @ 6:15am 
You are the best!
drachenklinge4 (hart)  [author] May 16 @ 12:19am 
@marco.median you are right. There was an error in the code preventing some FE civics from appearing. It is now fixed.
marco.medina May 15 @ 12:38pm 
Not sure if anyone else is having the same issue but the specials civics like the FE civics for example, are not showing up in empire creation. And even when I try to add them via console commands it does not add the civic. This is the only mod I am running.
霜糖大油条 May 9 @ 2:31am 
@drachenklinge4 (hart) Sorry, I just saw the reply, thank you for the great work!
drachenklinge4 (hart)  [author] May 8 @ 6:18am 
The mod is now updated to 4.0
drachenklinge4 (hart)  [author] Oct 31, 2024 @ 5:22am 
The mod now has been updated to 3.14
@Ser Gary Goonin it usually takes a few days after a new patch gets released to check and update the mods.
Ser Gary Goonin Oct 30, 2024 @ 6:38pm 
This, along with the origins mod hides the new origins/civic added in The Grand Archive DLC. Not sure if it's a compatibility issue with UI Overhaul Dynamic, but it's the only thing I can think of. If it's possible to fix, thanks in advance.
drachenklinge4 (hart)  [author] Jun 14, 2024 @ 6:19am 
@霜糖大油条 the AI now should no longer randomly pick the ancient caches or mercenary enclave civics.
霜糖大油条 Jun 1, 2024 @ 7:35am 
Hi, I noticed some absolutely broken civics give you +50% resource output, and many AI empires take those civics and become mercenary enclaves. I never pick them myself, but the AI that takes them are insane at high difficulty. Can you remove those or not allow the AI to take them? Thank you.
kerrigan1603 May 16, 2024 @ 5:39pm 
@drachenklinge4 Would you be willing to update this mod, it’s a bit similar to your mod?

Government Overhaul Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1477839752&searchtext=Government+overhaul
drachenklinge4 (hart)  [author] May 10, 2024 @ 10:14am 
Now updated to 3.12
drachenklinge4 (hart)  [author] May 12, 2023 @ 4:22am 
Updated the mod to 3.8
發芽馬鈴薯 Apr 16, 2023 @ 10:49pm 
:steamthumbsup::Blessing:
drachenklinge4 (hart)  [author] Apr 16, 2023 @ 1:12pm 
@ekids789788 both mods change lines in the exact same file. You would have to take the civics file from one mod and change the lines the other mod changes in there, in order to have the effects of both. Thats what I meant by that.
發芽馬鈴薯 Apr 16, 2023 @ 9:05am 
well i think so...
Meaning: it is faster to integrate the affected files directly?
drachenklinge4 (hart)  [author] Apr 16, 2023 @ 8:27am 
@ekids789788 as both mods touch the same Stellaris file and civics, I am afraid that compability is not possible. Having the features of both mods would require an entirely new mod.
發芽馬鈴薯 Apr 15, 2023 @ 1:49pm 
a question
Is there a way to make this mod compatible with 10x mods?(although the author of 10x hasn't updated yet...
https://steamcommunity.com/sharedfiles/filedetails/?id=2858358565&searchtext=10x
drachenklinge4 (hart)  [author] Dec 4, 2022 @ 4:45am 
@Life Symbiont the issue here is the AI. There are civics, which break the AI, once I unlock them for everything, as they create jobs which cannot be filled (non-gestalt jobs for gestalts). Other civics I did not unlock, as they have counterparts, which do the exact same thing. Then there are civics which do nothing and are only flavor. And lastly there are users of this mod, which really do not want to encounter a galaxy full of galactic sovereigns. Because of stuff like this I have to carefully consider on which civic I can safely unlock and what better stays untouched.
Apple Dec 3, 2022 @ 12:50pm 
Hello, First of all, thank you allot for making these mods, I use all of the no limitation mods in order to expand the costumisation of my space empires and create species I normally could not. However, there is something I wanted to request. To actually completely remove not some but all limitations of all civics. I want to use the environmentalist civic as a machine empire as an example. Even if it does not make sense in these and those combinations, its not really a problem as its just an option. I personally would be really happy if this could be implemented. To make all civics completely free to choose for everyone. I am also sure allot of other players would be happy too :)
drachenklinge4 (hart)  [author] Nov 23, 2022 @ 3:04am 
@G.I. Junior For the reanimated armies civic you need to own the necroid dlc. Else it wont show up. I also havent added any 3.6 civics yet, as those are currently still in the beta.
G.I. Junior Nov 22, 2022 @ 2:22am 
Hello, the Reanimators civic is still blocked :(
drachenklinge4 (hart)  [author] Sep 23, 2022 @ 12:02am 
@☹CRYSTAL MASTER㋛ the mod is now updated. You should be able to select the new civics now.
☹END+GAME㋛ Sep 21, 2022 @ 5:50pm 
With the new 3.5 toxoids update this prevents the new three civics from appearing or being selectable. Tested with only this mod active,please fix
Keeroi Apr 2, 2022 @ 7:51pm 
Thank you!
drachenklinge4 (hart)  [author] Oct 26, 2021 @ 7:56am 
I did not touch the "modification = no" rule in civics. So the removal of permanent civics, after the AI reforming their govrnment, is not this mods doing.
It is intentional, that the AI can have some disabled civics, like the ancient cache. But some others, which I enabled to be chosen in empire creation, I left locked from randomizations. The galactic sovereign for example would be too powerful to randomly appear.
Ex Ossibus Fumus Oct 24, 2021 @ 6:12pm 
Also it brings up disabled civics, i don't know if that is avoidable without disabling this mod.
Ex Ossibus Fumus Oct 24, 2021 @ 5:48pm 
i was using this with SW:FR, certain empires start with permanent civics to represent their lore, and the AI removed them after reforming their government. I was thinking it was this, what's your take Hart?
Cloak&Dagger Oct 2, 2021 @ 1:51pm 
No, I meant just remove the locks on the ethics. So it doesn't force you into certain rights or diplo or such.
drachenklinge4 (hart)  [author] Oct 2, 2021 @ 12:59pm 
I thought about this before, but I dont believe that this would be a good idea. It basically would turn most AI empires into despicable neutrals.
Cloak&Dagger Oct 2, 2021 @ 11:25am 
Also with you be making a No limitations - ethics? It would go good with this.
drachenklinge4 (hart)  [author] Oct 2, 2021 @ 10:44am 
It seemed like a serious issue and was easy to fix.
Cloak&Dagger Oct 2, 2021 @ 10:37am 
Wow that was fast!
drachenklinge4 (hart)  [author] Oct 2, 2021 @ 10:29am 
Should be fixed now. Fanatic purifiers and inwards perfectionist had an higher vanilla ai weight than all the other civics and removing the limits therefore increased the probability of them being picked.
Cloak&Dagger Oct 2, 2021 @ 9:59am 
♥♥♥♥♥♥♥♥♥ of Fanatic Purifiers and such seem to spawn with this mod.