Stellaris

Stellaris

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Syncretic Plus
 
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Oct 7 @ 7:32pm
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Description
For 1.8.1

Welcome to Syncretic Plus! Syncretic Plus seeks to expand upon Syncretic Evolution by adding 6 new, interesting civics.

Civics:
Livestock Ranchers - Start with 2 pops of a species that has the delicious trait. For organic, non-hivemind xenophobe empires.

Livestock Hive-Growers - Start with 2 pops a species that has the delicious trait. For hivemind empires.

Syncretic Scientists - Start with 2 pops a species that are hyperintelligent and weak. Meant to be a polar opposite to the vanilla Syncretic Evolution, providing the player with basically lab-slaves. For organic, non-hivemind empires.

Syncretic Equals - Start with 4 pops with no default traits, meant for you to be creative with! For organic, non-hivemind empires.

Worshippers of Sentience - Start with 1 pop of a species with huge unity buffs but practically unable to do any other work(This is because the species is treated as gods on earth by the main species). Requires spiritualist ethics. For organic, non-hivemind empires.

Extant Creators - As a robot empire, start with 3 pops of an organic species and no limitations gameplay-wise. Warning, pops at the start of the game will be auto purged, make sure to change their citizenship standards! For machine empires.

Note: All of these require either Utopia or Synthetic Dawn. Hope you enjoy this mod!
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31 Comments
SteelCrow Nov 16 @ 3:30pm 
Call it "1.8.*"
and it won't give a fuss until 1.9 happens.
Peter34 Oct 20 @ 2:10pm 
Usually, a 1.8.0 mod should work fine on 1.8.2 or even 1.8.3, There are rarely big changes in 0.0.1 version updates.
Silver Knight Oct 20 @ 1:25pm 
The only reason why it say's that is because the author did't change 1.8.0 into 1.8.2 but most mods don't require a update so they don't change the version number doesn't mean it doesn't work.Just ignore the warning.
Special Agent Scooby Oct 17 @ 7:09pm 
I have no mods yet the game says that when I turn this one on my game is running outdated mods
Ale_monke  [author] Oct 16 @ 6:00pm 
Nothing should be stopping you from playing with it
Special Agent Scooby Oct 15 @ 7:21pm 
Can you please update to the 1.8.2? The Holy one is really cool and I want to keep playing it
Elignor Oct 15 @ 6:18pm 
I just tried to make a civilization which aims to uncover secrets of the universe, but has a long list of genetic problems, and thus decides to make a machine leader for themselves, to have a chance for a better future, and gives this machine complete power, yet makes it work for the same end this nation was warking before it's creation, programming machine laws which would leave a lot of freedom for them.
I like this idea of mine, and find it a bit sad that instead of interesting symbiosis, I end up with several useless pops.
So, as an alterenative, (if it's possible to programm) maybe you could enable all kinds of living standards and "residency" kind of citizenship for extant creators (or all organics in machine empire with this civic)? It would open doors for a lot of interesting tactics, and a great deal of creative roleplay.
Elignor Oct 15 @ 6:07pm 
About extant creators - honestly, being unable to use them in any way outside of slavery is bad both from game- and roleplay points of view.
They could be useful due to having access to organic traits, being able to fulfill some special roles, but very low happiness from low living standards and slave status makes tham pointless gameplay-wise.
About "how could organics fit into a machine conciousness ?" - well, they could give leadership to machines willingly, leaving set of laws for their own protection. I can't say for sure in which story Asimov wrote it, but there was a story by him where machines taken control over humanity (not openly) but continued to work for it's benefit, because of their programming.
Elignor Oct 15 @ 5:49pm 
Just a pair of ideas:
Syncretic protectors - start with several pops of of a species with great army and garrison bonuses, but minuses to science and production.
Syncretic providers (sort of reversal of syncretic scientists) - species with bonus to minerals, energy and food, minus to science and unity. Differs from vanilla due to being good with energy too, but not being strong, thus less suitable for war.
Elignor Oct 15 @ 5:39pm 
Thank you for this creative and interesting mod. It's great to see someone using full potential of multi-species empires. Do you have any plans for this mod's future ? More types of syncretic species, perhaps ?