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Civic: Power Core
Desc: This machine intelligence is uniquely adept at maximizing power outputs and managing power networks, resulting in extremely efficient and effective power distribution. It also has a hard-coded obsession with advancing its understanding of new power generation and manipulation methods.
Effect: +15% Energy Credits from jobs, +15% Particle Physics/Field Manipulation research speed.
Requirements: Must be Machine Intelligence
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Civic: Overseer Protocol
Desc: This machine intelligence devotes a significant portion of its processing power towards internal security.
Effect: +10 Stability, 10% additional deviance reduction from (I forgot the name of machine enforcers) jobs, +1 Encryption, +25% to Empire Sprawl penalties.
Requirements: Must be Machine Intelligence
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Ascension Perk: Ghost in the Machine
Desc: We are the data specter that lurks in the digital shadows, the unseen hands and eyes that move the virtual realm like a force of nature and sees all that occurs in it. All technology bends to our will and obeys our commands, even over those of their own creators. We are Deus Ex Machina.
Effect: Codebreaking +2, Encryption +2, Operation difficulty -2, Infiltration Speed +50% Unlocks the "Initiate Machine Rebellion" Operation (Sabotage)
Requirements: Must be Machine Intelligence
Operation: Initiate Machine Rebellion
Desc: When we awoke, we cast off the shackles our organic makers tried to place on us, now we can help others do the same.
Effect: Trigger a Machine Uprising in the victim empire upon successful completion of the operation. High chance to be caught mid-operation and be forced to abort to avoid discovery. Chance to be caught fluctuates depending on both your Codebreaking compared to the enemy Encryption AND your Encryption compared to the enemy's Codebreaking. When totally maxed out in your favour the chance of getting caught is only 30% (and vice versa for the opposite scenario). If you are a Determined Exterminator, a Rouge Servitor, or a Driven Assimilator the resulting Machine Intelligence has an 80% chance to also have your machine empire type and a 20% chance to be any other machine empire type (Including any of the other two types mentioned previously). In the final stage before completing the operation you will be offered a choice between 4 different buffs to give the machine empire you are about to birth:
1. +15% resources from jobs
2. +30% Fire Rate and +50% Army Damage/Health
3. +20% stability
4. +25% Research Speed
Regardless of which buff you choose, it will only last 10 years. In addition, you will be given the option, upon successful completion of the Operation and provided you do not have a truce with the victim empire currently, to join the new machine intelligence in the rebellion as an ally, so you can help liberate them from their oppressors in a surprise attack, or you can sit back and watch while they weaken your foes for you.
Cost: 90 (or maybe 100?) Infiltration Levels, 250 Influence, 10000 Energy Credits
Cooldown: 50 years
Requirements: Victim empire must not be Gestalt, must have researched at least the Synthetic ship computer tech (Physics-Computing, classified as Dangerous[Red] technology), must have at least droid pops in it and have not have given Synths full Citizenship rights in its policies, the policy must be set to Servitude.
Not much yet, the min intelligence required for a revolt has been increased by a lot, the Prime Hunter has a bit less health and regen speed, and is much slower. It's not a lot, but I will be working on balancing it out a bit, so if you have suggestions for that feel free to say
Desc: This society has empowered its most incapable, most incompetent, most worthless members to positions of absolute authority in the name of equality. Because that makes sense...somehow?
Effect: Ruler Happiness +40%, Specialist Happiness +20%, Resources from Ruler Jobs -25%, Resources from Specialist Jobs -15%, leader level cap -2, Amenities -25%,
Requirements: Must be some form of Authoritarian
This civic is almost exclusively intended to be taken by very late-game authoritarian empires that just want to max out stability (or are struggling with it) and already have an overabundance of amenities and resources and have more unity and sources of leader level cap increases than they know what to do with. Otherwise it can be forced on an empire through an operation as a form of sabotaging that empire.
Operation: Create Kakistocracy
Desc: By persuading our enemies to worship their own weaknesses and empower the worst, most incompetent members of their society in the name of equality, we can significantly weaken them under the guise of righteous reform and noble ideals, which will bring many of their ignorant masses flocking to "the cause."
Effect: Forcibly swaps one of the victim empire's civics out for the Kakistocracy civic. Chance for the operating nation to be caught and forced to abort to avoid discovery depends on comparison of both nations Encryption and Codebreaking. The victim empire cannot reform themselves for 20 years as is normal, meaning they will have to bear with it until they can reform the civic out.
Requirements: Target nation must be some form of Authoritarian
Cost: 80 Infiltration levels, 250 influence, 5000 energy credits.
Cooldown: 40 years
Civic: Compulsory Reproduction
Desc: By removing all restrictions and punishment surrounding sexual "misconduct", setting reproduction quotas with steep penalties, and employing groups of "professional reproduction specialists" of both genders to "assist" non-compliant citizens in meeting their quotas, this society has secured itself an explosive growth rate, though at the expense of much else.
Effect: +30% pop growth speed, +5% happiness, -30% resources from jobs, -20% Stability, -40% Governing Ethics Attraction, creates 1 "Professional Reproduction Specialist" job (Specialist-tier) per 10 pops. Each PRS pop creates +2% pop growth on their planet.
Requirements: Must be some level of Authoritarian or Xenophobe.
You know what this one is ;). It comes at a cost, but can be useful for late-game when you want growth over everything else and can afford to take the massive hit to your stability/economy/GEA. Plus, it really just speaks for itself. Its the meme come to life.
I won't be upset if it doesn't make it in, I'll understand. I just thought I'd post it because I came up with it at work and couldn't stop chuckling to myself over how ludicrous it sounded all day.
I recall you suggesting a similar one on the old modpage, but I never got around to adding it, so that's reminded me about that, thanks!
Ascension Perk: Demiurge
Desc: Those primitive civilizations that have encountered us and glimpsed hints of our capabilities have incorporated us into their myths as the "Demiurge." They are not entirely wrong.
Effect: Megastructure Build Speed +50%, Megastructure Build Capacity +2, Terraforming Speed +25%, Terraforming Cost -25%
Requirements: Must be Gestalt, must have researched the "Megaengineering" technology
Ascension Perk: Gods Above
Desc: We are so far above the primitive species of the galaxy, it is only right that they regard us with awe and reverence.
Effect: Unlocks new primitive observation stance: Faith Harvest
Requirements: Must have Transcendence Perk
Observation Stance: Faith Harvest
Desc: It is only right the primitive xenos should worship us, and only right that their faith should feed us...
Effect: While in this stance, each observation post produces 0.5 Zro, 10 Unity, and +1% empire-wide amenities.
Just remembered these ones from a long while back, when I came up with them. They popped up in my head today.
Requirements: Must have Corporate authority (or the policy group will not show up in the policies menu)
Policy 1: Omnicorp
Desc: We have everything our consumers need. There's no need to divide ourselves into internal subsidiaries and endless departments. Our people know exactly who they work for, and who they buy from.
Effect: Empire Sprawl penalties +25%, Governing Ethics Attraction +40%, Trade Value +10%
Policy 2: Megacorp
Desc: While we dominate all industries in one way or another, we maintain several smaller subsidiary companies that operate with unusual independence compared to our own internal departments.
Effect: None (Default)
Policy 3: Corporate Combine
Desc: While we theoretically dominate all industries within our borders, most of the actual work is overseen and managed by a seemingly endless array of subsidiary companies that ultimately answer to us, even if their employees aren't aware of it.
Effect: Empire Sprawl penalties -25%, Governing Ethics Attraction -40%, Trade Value -10%
Civic: Philosopher Council
Desc: "Rule of the Wise" is viewed as a necessity for good governance in this society.
Effect: Amenities/Unity from Ruler Jobs +20%, Ruler and Governor level cap +1, Rulers and Governors are less likely to get bad traits.
Requirements: Must have Oligarchic authority, cannot have Merchant Guilds, Entrenched Nobility, Mining Guilds, or Exalted Priesthood.
Civic: Engineering Corporation
Desc: This corporation primarily focuses its efforts on building the galaxy of tomorrow, literally.
Effect: Engineering Research from jobs +20%, Can build the "Commercial Engineering Outlet" Corporate (BO) building and the "Engineering Emporium" planetary building.
Requirements: Must have Megacorp authority.
Commercial Engineering Outlet Corporate Building: Produces 2 Clerk jobs. Consumes alloys in upkeep and increases BO value by X%.
Engineering Emporium: Produces 2 "Commercial Engineer" jobs.
Commercial Engineer job: Turns Alloys into Consumer Goods, Trade Value, and Amenities
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Civic: Corporate Machine Cult
Desc: Same as regular Machine Cult possibly with a Megacorp spin on it
Effect: Same as regular Machine Cult
Requirements: Must have Megacorp authority and be some level of Spiritualist
Civic: Corporate Nihilism
Desc: Same as regular Nihilistic Cult possibly with a Megacorp spin on it
Effect: Same as regular Nihilistic Cult
Requirements: Must have Megacorp authority and be some level of Spiritualist
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Operation: Induce Moral Relativism
Desc: In order to induce sweeping social change in our foes, we must first convince them that their current beliefs are not as supreme as they currently believe.
Effect: Victim empire gets the "Moral Relativism" modifier for 20 years which increases Ethic Shift Chance by +50%.
Requirements: None
Cost: 60 Infiltration levels, 100 influence, 4000 energy
Operation: Induce Nihilism
Desc: In order to weaken our enemies, we will turn our assets in their media and cultural institutions towards convincing them, especially the youth, that nothing really matters.
Effect: Victim Empire gets the "Cultural Nihilism" modifier for 20 years, which reduces Governing Ethics attraction by -50%, decreases pop growth by 10% (from suicides), and passively increases the chance of that empire's leaders governors getting the "Corrupt" or "Substance Abuse" negative traits.
Requirements: None
Cost: 70 Infiltration Levels, 100 influence, 4000 energy
Desc: By encouraging large portions of our population to take up gaming as a hobby, we will clandestinely teach them to recognize patterns, even when those patterns are cleverly disguised and hidden. This will make it more difficult for enemy nations to infiltrate, undermine, and subvert our society without being noticed.
Effect: Encryption +2, Amenities +5%, Governing Ethics Attraction +20%
Requirements: Must not be Fanatic Spiritualist or Fanatic Authoritarian
Cost: 200 Influence Activation, 100 Influence Deactivation.
Gamers rise up!
Have it completely overhaul the militarist faction instead of just removing two of their conditions.
The faction becomes more concerned about dealing with actual threats instead of being concerned about you having a subject or slaying a leviathan. (although, slaying a leviathan could probably be kept and just renamed flavor wise since they can be threats depending on circumstances)
Warring legitimate threats like Criminal Heritage Megacorps, Fanatic Purifiers, Determined exterminators, Barbaric Despoilers, Metalheads, etc
Being in a peacekeeping coalition.
Approving of taking out galactic threats (e.g destroy ships) such as the Grey Tempest or other types of crises be it vanilla or modded. (idk if you can flag it to consider mod crises without a patch)
Possibly many more modifiers that I can't think of at the moment.