Stellaris

Stellaris

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AlphaMod: Civic Virtues (2.3)
   
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Jul 7, 2019 @ 4:37am
Aug 29, 2019 @ 4:06am
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AlphaMod: Civic Virtues (2.3)

Description
Rough and I decided we wanted to make civics a lot more characterful than in vanilla, and to tie them heavily into all the new content AlphaMod brings to the game. We wanted to be excited again when we were creating empires, and surprised again when we encountered opposing empires.

So we've added a bunch of new civics and revised a lot of the vanilla civics with those goals in mind.

This supplement is a beta, because we have plans to add more civics, and we're keen to read about your new empires and your experiences. We know that some combinations of civics might prove over-powered, or underwhelming, and whilst we won't be able to please everyone, we do want your feedback and some of that may lead to further revisions.

NEW NON-GESTALT/NON-CORPORATE CIVICS
See the slideshow for more details.
  • Buy Local, Think Galactic (Pacifist)
  • Children of the Atom (Materialist)
  • Communes (Egalitarian)
  • Elite Easy Living (Authoritarian)
  • Freedom Molecules (Egalitarian)
  • Fury Road (Militarist)
  • Galactic Resorts (Xenophile)
  • Genetic Inheritance (Xenophobe + Materialist + NOT Egalitarian)
  • Genetic Welfare (Xenophobe)
  • Hunt the Hunters (Xenophile + NOT Pacifist)
  • Moria-crafting (Materialist)
  • Natural Harmony (Pacifist)
  • Nature Worship (Spiritualist + Xenophile)
  • Science is Sorcery! (Spiritualist)
  • Stellaristan (Militarist)
  • Traditional Economy (Authoritarian)

NEW CORPORATE CIVICS
See the slideshow for more details.



TWEAKED & OVERHAULED VANILLA CIVICS
Many vanilla civics have been revised. Some completely overhauled. See the slideshow for more details on what we've done to them.

PLANS
There's new civics for gestalts in development.

POP MODIFIERS
AlphaMod includes three pop modifiers that help define some pops as different from others, instead of using traits (for technical reasons). They are: Inexperienced, Qualified, Transcendent.

Civic Virtues adds a bunch more, and many of the civics influence the possibility of 'new born' pops having one (or sometimes more).
  • Aberrant
    This pop is diverging from the normal type.
  • Communal
    This pop contributes to a community of shared ownership and property.
  • Deviant
    This pop is departing from accepted standards of social behaviour.
  • Healthy
    Thanks to genetic welfare, this pop is much more healthy.
  • Loyal
    This pop trusts the state implicitly.
  • Nomadic
    This pop tends to drift around the planet, avoiding settling.
  • Tribal
    This pop claims territory on a planet and will fight to keep it.
  • Vigilant
    This pop is intolerant of social aberrance or deviance.

FAQ
Q - Will there be a standalone version of the mod?
A - Nope. There's not enough content in vanilla to keep the new civics interesting. This is an expansion of civics reliant on an expansion of content. And since the supplement ties into about 90% of AlphaMod's content, it's pointless taking out the 10% that isn't.

This is extra content for players of AlphaMod. Doubtless there are plenty of standalone alternatives that work better with vanilla.

COMPATIBILITY
You need AlphaMod 2.3. It's compatibility notes still apply.

As well as the over-ridden vanilla files listed with AlphaMod, this supplement also over-rides:
common/governments/civics/00_civics.txt

Want to say thanks for the mods I make? Clicky one and cheers for your consideration!
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Popular Discussions View All (2)
2
Aug 1, 2019 @ 3:25am
Suggested Civic: Game Masters
Jin_Cardassian
2
Jul 17, 2019 @ 4:03am
Suggested Civic: Civil Logicians
Jin_Cardassian
75 Comments
AlphaAsh  [author] Sep 24, 2019 @ 7:17am 
It's just some brain-farting in the soldier job definition. It's not stacking - the job definitions in CV do over-ride those in AM. I just looked at it and the definition for Soldier in CV is just wrong. I'll try and find some time to fix it.

Cheers for the report.
Caek Sep 24, 2019 @ 3:50am 
I'll try and do some more rummaging through the files, see if I can't try and find out where the problem is coming from, as I love this and AM - they're my must have mods for the game! :D
Caek Sep 24, 2019 @ 3:49am 
I don't know if this has been noticed or not, or if this is expected functionality, but I *think* I've found a bug. I started building fortresses and got a huge explosion in naval capacity, way beyond what I was expecting, so I did a little rummage around and saw that the soldier jobs were adding 6 NC each instead of the basegame 4 or the 2 listed in the 03_worker_jobs file in AM 2.3, or the +2 actually listed in game.

I used SCM to check if I had any conflicts or anything going on like that, and it pointed me towards this submod. I checked the 03_worker_jobs in here, and it had soldiers giving naval capacity just like the regular one. Did a quick test to remove the +2, and it brought my naval capacity per soldier back to +4, with the extra +2 over the regular AM norm coming from the Ground Defense Planning tech as expected. I'm not much of a modder so I don't really know what's going on there, but it seems CV(B) is adding all the job outputs to regular AM's own.
simerelf Aug 31, 2019 @ 7:37am 
Thanks
AlphaAsh  [author] Aug 31, 2019 @ 7:37am 
Communal housing is limited to Shared Burden in vanilla, and Shared Burden or Communes in CV.
simerelf Aug 31, 2019 @ 7:35am 
Is there a technology lock on the communal housing or do some other civics/Ethic lock it off as I can't build in my Civ the use it Or seen any of the AI build the communal housing
Jin_Cardassian Aug 25, 2019 @ 1:59am 
I slapped together a quick compatch for this and More AI Personalities. I find it helps keep the AI from feeling so cookie-cutter and adds replayability
AlphaAsh  [author] Aug 23, 2019 @ 10:18am 
That feels like too much production from destitutes. The extra TV should come from elsewhere - possibly +1 per city district, +2 per Mega City district. Incentivises building more of those districts, which is what provides the destitutes. And slumlords like lots of shitty housing.
Rough  [author] Aug 23, 2019 @ 8:36am 
I think the Slumlord could use a little buff, specifically the destitutes. Either +1 or 2 trade value, or more unity--I prefer the TV since the whole idea is you use destitutes as clerks that don't require housing/ turn your slums into such celebrity things that people come to see them as your primary source of trade/tourism

Thinking of people visiting Baltimore MD to see the scenes from The Wire, or corporate gangsta rap's commodification of the "ghetto"
Jin_Cardassian Aug 21, 2019 @ 9:39pm 
These megacorps civics are awesome.