Stellaris

Stellaris

Vanilla Civics with a Side of Protein Powder
The Green One Jun 13, 2024 @ 6:18pm
List of Civic Changes
- OBJECTIVE
It always bothered me how some of the civics in vanilla stellaris are... boring compared to the ones added in later DLCs. For example, Mining Guilds just adds +1 to all miner mineral outputs, which is useful, certainly, but I feel that having a bunch of mining moguls hold sway over the political apparatus would do a lot more than just make miners work better.

Because of that, I cooked up this small mod to spice up those civics that I believe don't have much going on, adding bonuses, penalties, and effects that I believe would make sense with what the civic supposedly does in-universe.

- STANDARD CIVICS

Idealistic Foundation
+ +10% citizen pop happiness
+ -5% empire size from pops
+ +2 Amenities from ruler category jobs
+ +10% governing ethics attraction


Mining Guilds
+ replaces some politician jobs with mining magnate jobs
Mining magnates turn consumer goods into minerals (12) and amenities (3)
+ +1 minerals from miner jobs
+ Mining Worlds/Stations: +5 stability, +5% miner and strategic resource gatherer output
+ +15% diplomatic weight when voting for Industrial Development resolutions
- incompatible with Merchant Guilds, Slaver Guilds, Exalted Priesthood, Technocracy, and Aristocratic Elite

Merchant Guilds
+ replaces some politician jobs with merchant jobs
Merchants turn consumer goods into trade value (12) and amenities (3)
+ can use Mercantile diplomatic stance
+ +15% diplomatic weight when voting for Galactic Commerce Resolutions
+ Urban Worlds/Trade Stations: +5 stability, +10% trade value
- incompatible with Mining Guilds, Slaver Guilds, Indentured Assets, Exalted Priesthood, Technocracy, and Aristocratic Elite

Byzantine Bureaucracy
+ +1 unity from admin category jobs
+ +1 stability from bureaucrat jobs
+ Unification worlds/stations: +5% unity, 1 bureaucrat job for every 20 pops
+ +1 encryption

Efficient Bureaucracy
+ -20% admin category jobs upkeep
+ Bureaucrats and priests provide edicts fund equal to their unity output
+ +15% council agenda speed
+ +10% research speed for Statecraft technologies
+ +25% chance for Statecraft research options

Masterful Crafters
+ Replaces Artisan jobs with Artificer jobs
+ +1 Building slot per 3 Industrial districts (except on Habitats)
+ Industrial Worlds: +5% trade value
+ Factory Worlds: +10% trade value
+ +15% trade attractiveness with other empires
+- Starships: +10% weapons damage, +10% armor, +20% cost
+- Starbases: +10% weapons damage, +10% armor, +20% cost

Philosopher King
+ +5 Effective Ruler skill
+ +25% ruler XP gain
+ +10% edicts fund
+ +10% council agenda finisher duration

Meritocracy
+ +1 Additional leader trait options
+ +10% Specialist pop resource output
+ leader maximum negative traits: -1
+ leader starting level: +1

Police State
+ +5 Stability
+ +1 Unity and +2 amenities from Enforcers and Telepaths
+ Police Precincts and Psicorps: +25% build speed
+ +1 Encryption

Parliamentary System
+ +40% Faction unity gain
+ Factions will form within 3 months
+ +50% ethics shift speed
+ +5% faction approval

Corvee System
+ +15% Pop growth from immigration
+ Removes unity costs for pop resettlement
+ -35% pop demotion time
+ Gain access to "Stellar Construction Priority" and "Planetary Construction Priority" edicts:
Stellar Construction Priority: -33% building/district build speed, +25% Starbase upgrade speed/megastructure build speed
Planetary Construction Priority: +33% building/district build speed, -25% Starbase upgrade speed/megastructure build speed

Imperial Cult
+ +100 Edict fund
+ +1 High Priest Job on ruler's home planet
+ Ecclesiatical worlds/stations: 1 priest job for every 20 pops
+ +15% council agenda speed

Exalted Priesthood
+ +1 Unity from Priest category jobs
+ Capital Buildings replace some Politician jobs with High Priest jobs
+ can build the Ecclesiastical Mission holding
Ecclesiastical mission: 2 Overlord missionary jobs (each produces 0.15 influence for overlord and +10% governing ethics attraction for subject)
- incompatible with Mining Guilds, Merchant Guilds, Slaver Guilds, Technocracy, and Aristocratic Elite

Beacon of Liberty
+ +15% Monthly unity
+ −15% Empire size from pops
+ +10% worker and specialist happiness and job output
/ all applicable pops must have full citizenship rights
- cannot purge or enslave pops
- cannot use basic subsistence, decent conditions, decadent lifestyle, or academic privilege living standards

Functional Architecture
+ −15% Building and district cost
+ +10% building and district upkeep
+ +1 max building slots
+ -10% pop housing usage
+ replaces Luxury Residences building with Apartment Flats building (+6 housing; +12 housing when upgraded, not available with Shared Burdens civic)

Cutthroat Politics
+ −20% Edict upkeep
+ +1 Codebreaking
+ -33% election cost
+ Unlocks "Purge Political Dissidents" planetary decision (For 1 Year: +100% governing ethics attraction, all ruler type jobs output halved)
- -25% leader lifespan

Heroic Past
+ +1 Leader Capacity for each class
+ +1 leader pool size
+ +1 leader trait selection options
+ Culture Workers/Death Chroniclers: governing ethics effects doubled

Slaver Guilds
+ +10% Slave pop resource output
+ 35% Enslaved pop ratio
+ replaces some politician jobs with Slave Lord jobs (+5% slave pop job output, +6 trade value, +3 amenities)
- incompatible with Mining Guilds, Merchant Guilds, Exalted Priesthood, Indentured Assets, Technocracy, and Aristocratic Elite


- CORPORATE CIVICS

Media Conglomerate
+ +5% citizen pop happiness
+ -5% war exhaustion gain
+ -10% empire size from pops
+ +2 amenities and +2 stability from Executive Jobs

Free Traders
+ +10% Trade value
+ +10% Branch Office value
+ urban worlds/trade stations: 1 trader job per 20 pops
+ + 15% commercial pact effectiveness

Mastercraft Inc.
+ Replaces Artisan jobs with Artificer jobs
+ +1 Building slot per 3 Industrial districts (except on Habitats)
+ Industrial Worlds: +5% trade value
+ Factory Worlds: +10% trade value
+ +15% trade attractiveness with other empires
+- Starships: +10% weapons damage, +10% armor, +20% cost
+- Starbases: +10% weapons damage, +10% armor, +20% cost

Brand Loyalty
+ +15% Monthly unity
+ +25 Edict fund
+ +20% governing ethics attraction

Indentured Assets
+ +10% Slave pop resource output
+ 35% Enslaved pop ratio
+ -20% slave upkeep
- incompatible with Slaver Guilds

Precision Cogs
+ +1 Leader Capacity for each class
+ +10% specialist pop output
+ leader maximum negative traits: -1
+ leader starting level: +1


- HIVE MIND CIVICS

Natural Neural Network
+ +1 Research alternatives
+ Physics Research +1 / Society research +1.5 / Engineering research +1 Research from unemployed drones
+ +15% Brain Drone output
+ tech worlds: 1 Brain Drone job per 20 pops

One Mind
+ +15% Monthly unity
+ −1 Leader maximum negative traits
+ +25% sentinel post build speed
+ +2 stability from Hunter-Seeker Drone jobs

Pooled Knowledge
+ +1 Leader Capacity for each class
+ -15% Brain Drone upkeep
+ +1 Additional leader trait options
+ +1 leader starting skill


- MACHINE INTELLIGENCE CIVICS

Factory Overclocking
+ +1 Leader Capacity for each class
+ −1 Leader maximum negative traits
+ -33% species modification cost

Maintenance Protocols
+ +1 Unity from Maintenance Drone jobs
+ +2 stability from Evaluator jobs

Rockbreakers
+ +1 Minerals from Miner category jobs
+ Mining Worlds/Stations: +10% miner and strategic resource gatherer output
+ +20% chance of drawing Materials technologies

Unitary Cohesion
+ +15% Monthly unity
+ +1 stability from coordinator jobs
+ +10% edicts fund

Built to Last
+ −15% Pop amenities usage
+ +15% army health
+ -25% army damage taken
< >
Showing 1-2 of 2 comments
Dipsy, Devourer of Gods  [developer] Jun 21, 2024 @ 6:50pm 
Thank you! I was struggling to figure out how to post discussions like this to the modpage, but thanks for handling it for me.
The Green One Jun 22, 2024 @ 7:08am 
No problem, this is a great mod but some people are pretty put off if all the changes aren't listed. Keep up the good work!
< >
Showing 1-2 of 2 comments
Per page: 1530 50