Stellaris

Stellaris

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Overpowered Civics Updated
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Dec 17, 2023 @ 9:21pm
Sep 22 @ 10:48am
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Overpowered Civics Updated

In 1 collection by Marcus
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20 items
Description
Disclaimer: This is an update to the current Overpowered Civics mod for 4.0 I do not take credit for this work I just made sure it is updated and working with some of 4.0. Original creator Edcrab

Are you sick of your leaders dying? Do you want to blast the End-Game Crisis back where it came from? And, most importantly, are you happy to throw balance out the window to do it?

Important note: These civics are blatantly overpowered to the point that they're basically cheats! Randomly generated empires won't spawn with these civics, but if you want to manually create an AI empire and give it one of these civics you'd be giving them a significant buff!

GODHEART
Combines elements of Biomatter Mastery with further production bonuses

GODMACHINE
Machine empires only. Combines elements of Galactic Annihilators with further production bonuses




ENDBRINGER CULT
Requires Utopia DLC
Regular Empires only.
-Empires have a much lower Opinion of you!
+20% to production from Jobs and orbital stations
+20% Naval Capacity
+2 Starbase Cap
+1 Influence production
Once you have unlocked the Transcendence perk, you may spend 500 Influence from the Edict menu to bring about the End of the Cycle.

CAUTION: Be very careful about giving this one to AI empires!

PSIONIC DESTINY
Cannot be changed after game start
A buffed version of Psionic Heritage from the Exigency mod: Exigency mod not required to play but having it enabled will allow Psionic Destiny to unlock bonus psi techs the same way Psionic Heritage does
Start with Psionic Theory and the Psionic trait, and all your Psionic pops produce tiny amounts of Zro
Start with the ability to build Psi Arcology planetary buildings
+50% Psionics research speed
NOTE: Despite starting with the Psionic trait, you will still need to unlock Telepathy through an ascension perk to pursue Transcendence

ABHORRENT ASCENDANCY
Cannot be changed after game start
Requires Utopia DLC
-Not available to Hive Minds or Machine Empires
-Not compatible with Syncretic Evolution or any civics/origins that don't work with Syncretic Evolution (Life-Seeded, Mechanist, Agrarian Idyll, Fanatical Purifiers etc)
Start with 4 pops of docile workers (happiness doesn't apply, just like with Nerve-Stapling). Your main species produces 20% more when working in specialist or ruler jobs.
Start with the unique Low Arcology building (bonus planet capacity, housing, and slave/worker production) and High Arcology building (grants amenities), and the ability to build more

DIVINE POWER
Cannot be changed after game start
+75 to Trust cap, +75% Trust growth, +50% trade attractiveness
Gives your species the "Divine" trait, granting Immortality, +100 Ruler opinion, and a massive +30% bonus to habitability

BIOMATTER MASTERY
+50% to all food output
+50% Biology research speed
Unlocks edicts allowing you to spend food for strong bonuses
Access to special buildings that cost/consume food

ETERNITY CELL
Physics Research Speed: +30%
Empire Energy Generation: +30%
Shield Hitpoints: +50%
Energy Weapon Fire Rate: +15%
Sublight Speed: +25%

KNOWLEDGE KEEPERS
+20% to all Research speed and +2 tech alternatives
+1 Archivist job per 33 pops, producing 12 of each Research type for 2 Energy
+50% to survey speed and anomaly research speed
+33% archeology site dig speed
+2 leader level cap

COSMIC FORGE
Engineering Research Speed: +30%
Alloys Production: +30%
Megastructure Build Speed: +40%
Terraforming Speed: +40%
Ship Hull Points: +35%
Armor Hit Points: +35%

PERFECT UNISON
Society Research Speed: +30%
Governing Ethics Attraction: +50%
Monthly Unity: +20%
Leader Level Cap: +2
Stability: +10
Pop Growth Speed: +20%
Edict Duration: +35%
Happiness: +10%

GALACTIC ANNIHILATORS
Armies deal +150% damage!
+35% Naval capacity and +50% weapons damage
+100% Orbital Bombardment Damage
-40% to War Exhaustion and Claim Cost
+50 to Subjugation acceptance


COMPATIBILITY
This mod doesn't change any base files so it should be compatible with pretty much everything! ... Except balance and fair play. Definitely not compatible with those
Popular Discussions View All (2)
10
Oct 20 @ 8:52am
PINNED: Bug Reports
Marcus
4
Oct 16 @ 7:17am
PINNED: Suggestions
Marcus
109 Comments
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?