Stellaris

Stellaris

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Origins Civics Beta
 
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0.489 MB
Dec 17, 2018 @ 7:56pm
Mar 3 @ 6:11pm
12 Change Notes ( view )

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Origins Civics Beta

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Description
Welcome to the Origins Civics beta branch, where I will update periodically with hot code as I create new /reworked features. Please visit the main mod for a more stable branch/full description of features.

Below is a list of featuers currently in this branch. The beta branch is updated to the Planets & Pops update.

New Features
  • Life-Seeded, Post-Apocalyptic available for Hive-Minds & MegaCorp (requires appropriate DLC)
  • Syncretic Evolution, Mechanist, Codominant Evolution available for MegaCorp (requires appropriate DLC)
  • Hive World start available for Hive Mind (requires appropriate DLC)
  • Climate Shift, Nuclear Vault, Nuclear Mutation available for MegaCorp (requires appropriate DLC)
  • Eternal Leader/Digitally Eternal available for MegaCorp (requires appropriate DLC)

Updated Features
  • Climate Shift for Regular Empire
  • Nuclear Vault (unique deposit instead of building), Nuclear Mutation Civics for Regular Empire & Hive Empire (requires appropriate DLC)
  • Codominant Evolution for Regular Empire (requires appropriate DLC)
  • Machine World for Machine Empire (requires appropriate DLC)
  • Nuked Start for Machine Empire (able to use with Servitor & Assimilator) (requires appropriate DLC)
  • Eternal Leader/Digitally Eternal for Regular Empire (requires appropriate DLC). Boon Mechanic Added for Eternal & Digitally Eternal Leaders
  • Habitat Rework in preparation for Voidborne. Habitat Districts are customized via Planetary Decisions, allow you to select which districts you want in your habitat. Habitats have specialization bonuses. Foundry District is a new district type, providing metallurgist jobs. All Habitat Districts provide housing and jobs equivalent to a tier2 planetary building. You can construct most buildings on habitats now.

To be added
  • Eternal Leader Events
  • Voidborne
  • Lost Colony/Exiled Colony
  • Alien Message/Alien Invaded
  • Ecological Disaster/Titanic Disaster
  • Colony of Earth, Colony of Man
  • Dyson Engineers
  • And More!

Compatibility:
  • Compatible with 2.2.*
  • Available in all languages, though all the text is in English.
  • Overwrites Syncretic Evolution, Mechanists, Post-Apocalyptic, & Life-Seeded civic to be available for MegaCorps.
  • Overwrites file 03_habitat_districts and the following buildings research_lab_1, commercial_zone, luxury_residences, holo_theatres, energy_grid for habitats.
  • Scripted trigger has_encountered_other_species was overwritten.
  • Ironman Compatible, NOT Achievement Compatible
Popular Discussions View All (1)
10
Mar 4 @ 6:35am
Possible Bugs & Mod Compatability Issues
cbshing
< >
68 Comments
theForgotten Jun 27 @ 6:30pm 
I had the same result as Dr.Nilssom, the game would load up like normal and then between 89-90% load, it would crash.I just removed this mod and it works perfectly now.
Dr Nilsson Jun 13 @ 5:30am 
Makes my pc freeze on 90% on the first loading screen. Same with the non beta version.
Quis Machina Jun 4 @ 1:11pm 
I was wondering for 2.3 with the addition of relic worlds and archaeology sites would it be possible to add a civic where you start on a relic world or on a world with an archaeology site already excavated essentially like you arnt the first species to arise on your planet? Maybe the bonuses could be like starts with bonus minor artifacts and a increased excavation rate or something like that.
Stahlseele Jun 2 @ 4:47am 
With the 2.3 rebalancing, Voidborne would become a viable choice again.
Still not sure, wether or not the AI is actually capable of making use of it.
According to ASpec on his June 2nd Livestream on Youtube, it should.
cariari Apr 21 @ 2:15pm 
What happened with the lost colony? T_T my favorite to play as humans.
JVMMs Apr 15 @ 12:05pm 
Please add Voidborn again ;-;
Archaon the Neverchosen Apr 6 @ 10:41am 
The later event chain is very well done as well, I have to say!
Archaon the Neverchosen Apr 6 @ 10:27am 
Sorry about taking so long there! I've done a run with Eternal Leader now and it seems to be pretty good, but has a few flaws. Mayhaps a bit too difficult for said eternal leader to die off: I had to kill them with a command to see what happens when they die because I never got unlucky. (In fact, the chances for them to exhaust themselves went from 3% back to 1%?) Additionally, the tooltip for the "We should forge our own path" choice after their death is broken.
labgnome Mar 25 @ 10:57am 
I am still eagerly awaiting the lost colony civic.
Cosmo the Cosmic Cat Mar 25 @ 10:33am 
Is there any ETA on when Voidborne will return? I have a really good idea for an empire using this civic.