Stellaris

Stellaris

Overpowered Civics Updated
97 Comments
Marcus  [author] Jul 5 @ 3:38pm 
-_-
horse Jul 5 @ 11:02am 
Funny interaction, pre-FTL civilizations becoming FTL can get these traits.
barackollama May 26 @ 12:13pm 
noticing that with abhorrent ascendancy no pops can take the noble jobs when im using a materialist/auth empire. the jobs simply dont fill up and stay at zero despite unemployed elites.
Marcus  [author] May 16 @ 12:34pm 
I am reworking the civic
AverageArceus May 16 @ 12:33pm 
I'm pretty sure it's this mod, but I was wondering what happened to the GODMODE civic that combined most of the other overpowered civics together into one? I just kinda noticed that it was missing and I cant find it anywhere.
Marcus  [author] May 15 @ 3:06pm 
Im working on the next update but the way they changed trade is annoying and I am trying to get galactic conglomerate to function.
Marcus  [author] May 12 @ 12:54pm 
because they decided to add a word to it now lol bonus_pop_growth_mult
Ch0mpD13 May 12 @ 12:50pm 
Then how do Traits and techs still work?
Marcus  [author] May 12 @ 12:49pm 
Thats because they removed pop_growth_mult
Ch0mpD13 May 12 @ 12:45pm 
Tbf, it's something I've noticed with ALL civic mods since 4.0
Marcus  [author] May 12 @ 12:28pm 
I will look and see whats going but if there are any future issues use the bug reports discussion so that I can keep better track of whats wrong.
Ch0mpD13 May 12 @ 11:47am 
Civics aren't giving Pop Growth, is anyone else having this issue or is it a modded thing on my end
Deagroth May 9 @ 6:08pm 
@Marcus I know it's a bit late, but using "is_ai = no" should prevent the ai empires from taking any of the civics tagged with it as a condition.
CowabungaDude85 May 8 @ 8:31am 
Thank You! Some people should show more appreciation for all modders work.
Marcus  [author] May 7 @ 4:24pm 
Im working on it :)
天师砍恶魔 May 7 @ 9:56am 
Update pls
Marcus  [author] Apr 21 @ 7:49am 
Yes but it is a low chance. I am still trying to see if there is a way to get them to not use them at all without blocking the player from reforming with the civics.
Cyph the Terrible Apr 21 @ 12:49am 
Can the AI Empires reform their empires and gain these OP civics?
guardian1368 Feb 13 @ 6:11am 
can you make a video of stellaris making a leader trait with the event needed to get a leader to spawn with it
because i would like to make my own private mod at least until i am almost average skill

i looked at a youtubers video of simple modding guide but that is 3 years old and it didnt have what i needed
Marcus  [author] Jan 25 @ 7:19pm 
Yeah I know there is not way for me to lock them out without locking the trait after the game starts
jojobe Jan 24 @ 5:50am 
Currently with this mod NPC have access to the traits.
Marcus  [author] Nov 25, 2024 @ 8:02am 
Im going to need more info than you can not see trait I have had other people test this and they can see everything fine.
Marcus  [author] Nov 24, 2024 @ 6:59pm 
Are you trying to create any specific type of empire? Im in game with just the mod and I see the traits.
Andreusz Nov 24, 2024 @ 3:16am 
I seem to have the same issue - verified, reinstalled the mod etc. Not showing up in the traits
Marcus  [author] Nov 12, 2024 @ 4:56pm 
You may need to verify your files but Everything loads fine on my end.
Le pp baguette De wewe Nov 12, 2024 @ 2:59pm 
For some reason the traits do not show up in game for me even if its the only mod enabled. Is there a known bug that could cause this? I cant find anything.
Marcus  [author] Oct 24, 2024 @ 6:06pm 
The description does not have all the civics listed but yes galactic Conglomerate is the trade civic locked behind megacorp
Uige Oct 24, 2024 @ 5:44am 
The thumbnail shows a civic called "Galactic Conglomerate" but it's not in the description. Is there a trade op civic added or no?
guardian1368 Oct 7, 2024 @ 10:09pm 
i want to make my own leader skill which has all the buffs that the class can get that requires my custom civic
also just wondering with your god civics why cant you just have all the god civics merged into one instead of having more then 1 god civic
Marcus  [author] Oct 7, 2024 @ 9:50pm 
Like when you are starting with psionic pops with psionic destiny?
guardian1368 Oct 6, 2024 @ 6:09am 
do you have or know a video about making a leader skill and species trait that requires a certain civic that is really simple and have step by step instructions like your civic psionic destiny
munra66 Jul 7, 2024 @ 4:47pm 
I didn't think about that... damn... thanks :D
Marcus  [author] Jul 7, 2024 @ 1:44pm 
Individual machine empires have council positions
munra66 Jul 7, 2024 @ 2:21am 
what is with the council position you get from the civics like "deus ex machina"? I thought machines and hive minds have "nodes" instead of council positions and you can't expand the council like other empires... or am I missing something? how do I get the council position?
Marcus  [author] Jun 11, 2024 @ 10:42pm 
Alright I have fixed the issue with them using happiness. I will deploy a fix soon.
Marcus  [author] Jun 11, 2024 @ 7:36pm 
I will look into this and work on fixing it.
S3V3R Jun 10, 2024 @ 1:12pm 
Unfortunately, an oversight from the original mod carried onto this one: Abhorrent ascendancy's worker caste pops are affected by unhappiness despite what the civic and low caste trait description implies.
Stallout323 May 28, 2024 @ 1:15pm 
rogerrrr
Marcus  [author] May 28, 2024 @ 3:28am 
You need ascension theory for them to show up. Forgot to add that to the patch notes.
Stallout323 May 27, 2024 @ 6:47pm 
Hey man, for some reason none of the structures are showing up. Novanexus, Mantle Drill, etc
Marcus  [author] May 22, 2024 @ 1:21pm 
ok further testing shows that even at 0 it didnt help there seems to be an issue with it costing influence on top of the alloys. will be removing the influence cost on all of the buildings.
Marcus  [author] May 22, 2024 @ 12:32pm 
I see the issue I need to fix the prereqs for each of the buildings this makes more sense now why they stop. I continued running the game for another 30 years and everyone stopped building buildings. I will have a patch pushed soon to fix this issue thank you for bringing it up to me.
Wolfram|Alpha May 22, 2024 @ 12:26pm 
The AI didn't have any civics from the mod. From what I could understand from the mod files, the OP building should be unlocked after researching a specific technology and taking an ascension perk, but this wasn't implemented yet. As a result, the building was available from the game start for every empire without any prerequisites.

To address this issue, I changed the ai_weight of the building to 0. This seems to have solved the problem.
Marcus  [author] May 22, 2024 @ 12:21pm 
I have just run the game for 30 years and all the AI are building and expanding. Not sure why that is happening on your end
Marcus  [author] May 22, 2024 @ 12:19pm 
When I set it to Zero last time the AI were spawning with the civics
Marcus  [author] May 22, 2024 @ 12:17pm 
Do the AI have any of the civics from the mod on them when they stop working?
Marcus  [author] May 22, 2024 @ 12:16pm 
I will run a game as on observer and see if this issue will happen in it
Marcus  [author] May 22, 2024 @ 12:12pm 
Interesting I dont think I have come across this issue but will look further into it
Wolfram|Alpha May 22, 2024 @ 11:21am 
I conducted some testing using only this mod and observed that the AI stops building after a certain period. They don't construct any districts in new colonies, nor do they upgrade their capital buildings. As a result, they end up with planets that have no districts built and 20 unemployed pops.

I believe the AI is trying to save resources for new buildings such as the Nova Nexus or the Megafabricator. To address this issue, I will try changing the cost of these buildings to require only minerals instead of influence and alloys. This adjustment may help correct the AI's behavior.
I really love this mod, it's extremelly fun.
Marcus  [author] May 22, 2024 @ 9:42am 
I am not having this issue what other mods are you using?