45 ratings
Civic Pack II
File Size
0.234 MB
Aug 14, 2021 @ 7:56am
Apr 21 @ 5:24pm
8 Change Notes ( view )
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Civic Pack II

Compatible with 3.3.* but should work regardless of version as this makes no direct changes to the base game, only to files added by this mod.

Mod Features
  • Eight (8) new civics
  • High quality custom icons
  • Each civic was designed to seamlessly fit into the base game
  • Compatibility friendly, will not interfere with any other mod

The aim of these mods is to provide several interesting and high quality civics as though added by official DLC or free updates. This release in particular continues to flesh out Corporations while at the same time adding new options for standard empires.

All of my mods are completely free to use. You can patch, edit, fork, or change anything that you like. You don't have to ask me for permission.


Standard Civics
Private Organization
This society consists of an organized group bound by a single purpose, headed by an ambitious leader.
  • Monthly Influence: +15%
  • Monthly Unity: +15%
  • Empire Sprawl Penalty: +100%
Corporate Directorate
This society is dominated by several super-corporations and is partly governed by a planet-wide entity that regulates trade and mediates international, interstellar, and inter-corporate disputes.
  • Unlocks the decision to sell Planets to Corporations for an amount of Unity and Energy Credits that scales with your economy. Sold Planets gain large amounts of Trade Value but contribute less resources overall and Worker pops become very unhappy. Sold Planets also gain Manager and Executive jobs.
  • Trade Protection: +10
Rite of Passage
When a member of this society reaches puberty they must undergo many lengthy and often bloody trials. They must prove themselves, or die trying. This way only the strongest enter society.
  • Start the game with the Arena of Blood Planetary Feature on your Homeworld, which provides you with additional Unity and Alloys.
  • Pop Growth Reduction: 25%
  • Army Morale: +50%
  • Habitability: +5%
Corporate Civics
Catchy Slogans
This Megacorporation leads a society dominated by captivating slogans and phrases. Addictive jingles are also commonplace and heard everywhere, like when you flush your toilet provided to you by MegaCorp. There is no escape from this promotional utopia.
  • Unlocks a set of Slogan Edicts, providing empire-wide bonuses upon activation.
  • Edict Fund: +100
Budget Manufacturer
This Megacorporation is specialized in producing extremely cheap consumer goods which it then floods the market with, creating a monopoly situation by driving out any competition.
  • Unlocks the Sweat Factory building which adds Poorly Paid Worker jobs. Poorly Paid Workers turn Stability and Minerals into large amounts of Consumer Goods. Sweat Factory can be built on both owned Planets and Branch Offices.
  • Market Fee: -5%
This Megacorporation consists of a single domineering financial institution that shapes every aspect of life.
  • Unlocks the Big Bank building which adds Banker jobs. Bankers turn Consumer Goods into Amenities and large amounts of Energy Credits. Big Bank can be built on both owned Planets and Branch Offices.
  • Gain +10% Diplomatic Weight from Economy per 100k Energy Credits in Storage. This effect caps at 1M Energy Credits, or 100% Diplomatic Weight from Economy.
  • Can create Bank Worlds once the Galactic Market is founded. Bank Worlds dramatically increase your Resource Storage Capacity.
  • Energy Storage Capacity: +50000
  • Encryption: +1
Mercenary Contractors
This Megacorporation specializes in the auction of hired soldiers, even going as far as shipping these to distant worlds if the money is right.
  • Unlocks the Mercenary HQ building that adds Mercenary jobs. Mercenaries turn Energy Credits into Defense Armies, Naval Capacity, and Trade Value. Mercenary HQ can be built on both owned Planets and Branch Offices.
  • War Exhaustion Gain: -20%
Every employee of this Megacorporation owns a proportional share which ensures that even the lowliest clerk has a vested personal interest in corporate success.
  • Faction Influence Gain: +25%

See screenshots for further gameplay details.
The required DLC are not necessary for the mod to work; only to access all of the content.
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-TAT-Vibranium May 24 @ 1:33pm 
Need the Mod an update to 3.4?
idm  [author] Apr 18 @ 5:04pm 
Updated for 3.3.
Fetfrumos96 Dec 12, 2021 @ 11:47am 
Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
Alexander Oct 13, 2021 @ 8:46am 
@idm I help you translate the mod into Spanish. He sent you a friend request.
AlienFromBeyond Sep 27, 2021 @ 5:22pm 
Also, I lose the Megabank and Catchy Slogan civics upon taking the throne as ImperiCorp of the Galactic Imperium despite having the Corporate Sovereign unique civic that should let you still have megacorp civics despite changing to Imperial authority. Guessing these two civics are missing the conditional that got added to all megacorp civics with the Nemesis patch, and possibly all the others as well (maybe even in your other civic pack?).
AlienFromBeyond Sep 23, 2021 @ 10:19pm 
The Big Bank doesn't really make much sense as a corporate building. When on your own worlds it's just fine, but in a branch office it gives an enormous amount of energy credits to the other empire for a measly 8 unity while still costing 6 upkeep. It's a far worse ratio than the Public Relations Firm which also gives better (for you) clerk jobs, as branch office value is based entirely on the trade value total of the planet, and bankers give energy not trade.
Uber Aug 28, 2021 @ 1:04pm 
Are there any plans to make hive mind/machine intelligence civics sometime in the future?
greensniperhat Aug 22, 2021 @ 7:02am 
Irony found a bug in your gfx.

Error at line: 8 column: 1 file: interface\cpb.gfx.
Please report this error to the author of the mod: Civic Pack II.

Error message says:

Error in interface\cpb.gfx: Ln: 8 Col: 1
Note: The error occurred at the end of the input stream.
Expecting: closing brace or statement
Other error messages:
The clause opened at ("interface\\cpb.gfx", Ln: 1, Col: 15) was not closed.
Chris_b Aug 18, 2021 @ 1:49am 
Can you add a Mercenary army available to those with the Mercenary Contractors Civic? Maybe link it to the Merc HQ so other empires can build merc armies of the player species at a high cost.
The Real Zizmon Aug 15, 2021 @ 5:09am 
A fix I'd recommend is to make it so that the building provides a static reduced amount of stability, while also providing more jobs than any building normally would (6-8?). It'd make it basically a cheap job that you can spam. Of course, industrial districts would outscale this building, but at least it'd be better in the early game. Since it's a civic you could always swap out of it.