Stellaris

Stellaris

Overpowered Civics Updated
111 Comments
Marcus  [author] Nov 9 @ 8:36pm 
That is intended because AI Empires are not allowed to use the modded civics.
Bazapath Nov 9 @ 8:13pm 
I think I have a bug where the modded civics get replaced on AI empires. I like playing with 1 "big bad" empire with a bunch of buffs, but I noticed, when looking at the traits, that the overpowered ones were no longer there.
Marcus  [author] Nov 5 @ 9:37pm 
I have not tried with wilderness yet. If there are anything broken please let me know
Mael Nov 5 @ 9:11pm 
Are these able to work if using the wilderness origin?
S3V3R Nov 4 @ 3:15am 
Wow I missed this mod
Marcus  [author] Oct 13 @ 3:40pm 
Yes there should be no issues with 4.1 but if you run into any issues please put them in the bug report thread.
xXDaBossModzXx Oct 13 @ 11:45am 
Does this work with v4.1?
Figaround Sep 5 @ 9:56am 
@Roland If you really want to and have some free time, you can do it manually in the game. For example, assign members of one team +1000 opinion to all teammates and -1000 to all others. But that's n*(n-1) console commands, where n is the number of countries in the game.
Command: add_opinion Increases the opinion of the [source] empire about the [target] empire by [amount], by default 40 [source] [target] [amount]. Example: add_opinion 1 0 100
And it's not clear how and why to do this through species, 1 species can spread to many countries.
Roland Sep 5 @ 9:12am 
Good mod by the way and it was a 0 cost civic that could place empires into teams.
Roland Sep 5 @ 6:03am 
There was a MOD, that allowed you to create a species then designate it as part of a certain team, using a Civic or ethic, all empires could be placed into different starting teams before the game begins, Team Alpha, Team Beta, Team Epsilon, etc etc.
Marcus  [author] Sep 4 @ 11:19pm 
What do you mean?
Roland Sep 4 @ 10:01pm 
Can it pre set teams,make everyone allied against me? It sounds good from the description?
Marcus  [author] Sep 4 @ 11:03am 
I thought I pushed that update already whoops. I have been working on the next one already so I will have another update soon.
Figaround Sep 4 @ 10:31am 
Please update the mod to fix the issue barackollama reported in the 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
UnconcernedFox 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.