Stellaris

Stellaris

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Overpowered Civics Updated
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Dec 17, 2023 @ 9:21pm
Jun 14 @ 10:26pm
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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 4 Noble jobs), 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)
7
May 22 @ 2:27pm
PINNED: Bug Reports
Marcus
1
May 12 @ 3:45pm
PINNED: Suggestions
Marcus
97 Comments
Marcus  [author] Jul 5 @ 3:38pm 
-_-
horse Jul 5 @ 11:02am 
Funny interaction, pre-FTL civilizations becoming FTL can get these traits.
barackollama May 26 @ 12:13pm 
noticing that with abhorrent ascendancy no pops can take the noble jobs when im using a materialist/auth empire. the jobs simply dont fill up and stay at zero despite unemployed elites.
Marcus  [author] May 16 @ 12:34pm 
I am reworking the civic
AverageArceus May 16 @ 12:33pm 
I'm pretty sure it's this mod, but I was wondering what happened to the GODMODE civic that combined most of the other overpowered civics together into one? I just kinda noticed that it was missing and I cant find it anywhere.
Marcus  [author] May 15 @ 3:06pm 
Im working on the next update but the way they changed trade is annoying and I am trying to get galactic conglomerate to function.
Marcus  [author] May 12 @ 12:54pm 
because they decided to add a word to it now lol bonus_pop_growth_mult
Ch0mpD13 May 12 @ 12:50pm 
Then how do Traits and techs still work?
Marcus  [author] May 12 @ 12:49pm 
Thats because they removed pop_growth_mult
Ch0mpD13 May 12 @ 12:45pm 
Tbf, it's something I've noticed with ALL civic mods since 4.0