Stellaris

Stellaris

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Origins Civics - Additional Civics Point
   
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10 Feb, 2018 @ 7:23pm
14 Jun, 2018 @ 7:32pm
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Origins Civics - Additional Civics Point

In 1 collection by cbshing
Origins Civics + Addons Collection
8 items
Description
Adds an addtional civic point at the game start via a country modifier to give additional freedom lost by selecting an origin civic. This is applicable for civics from the Origins Civics mod, any of the official addons, and the base civics. Once 20 years have gone by and you have over 250 influence points, you can add your third civic early on in the game.
55 Comments
cbshing  [author] 24 Feb, 2019 @ 12:06pm 
@Jin_Cardassian, while I like the idea and I've seen it posted on the forums the dev's are thinking about it in the future, it is not something I have the time to take up at the moment. Changes at work have made my personal life pretty busy and I'm not able to work on mods/play games as much as I did last year.

I believe someday when the dev's implement their own "origin slot" we'll all migrate our mods to make it work. In the meantime we build work arounds and compatches to get everyone's ideas to play nice. It would be nice though if we did have the one "origin slot" so then all of our origin civic ideas could interface nicely with each other.
Jin_Cardassian 24 Feb, 2019 @ 2:55am 
@cbishing On the topic of Origin civics and having a separate slot for them, it occurs to me that this could be a good way to interface with some of the other popular mods with special origin-type civics. I'm thinking some of the unique planet starts in Planetary Diversity and Guilli's Planet Modifiers, Dyson Swarm's start (similar to habitat), Task Force Xeno etc. Some of these have unique quest chains of their own.

As long as they were balanced with other origin civics, it probably wouldn't be hard to patch these civics to fill an "Origin Slot" instead of the normal ones when using those mods. You could save some work and open up some modularity. Does that kind of setup interest you? Do you think it would be worth attempting?
cbshing  [author] 18 Feb, 2019 @ 6:50pm 
@Nemesis & Chosokabe, this will work for Mechanist and AI factions, but it's not ready for 2.2 yet. I'm almost done with the Eternal Leader's update, and once I'm done with that I'll update this one.
Majora 15 Feb, 2019 @ 7:57pm 
Does this work for AI factions?
Sovereign 28 Jan, 2019 @ 9:45am 
Is Mechanists a vanilla origin civic?
cbshing  [author] 14 Jan, 2019 @ 5:57pm 
@Doktor, unfortunately the Eternal Leader & Digitally Eternal will only be available for materialist and spiritualists. But I do have a secret part of the update in the works for other immortal leader types :D.

@crimsonavalon, thanks for your feedback. Once I update the Eternal Leader civic, I'll update this mod. I have some of the code scripted into the beta version and will plan to roll out the fix soon. I know that origin civics are something that is discussed every so often. I hope the devs do something just as fun too!
Jin_Cardassian 10 Jan, 2019 @ 3:20am 
Would prefer the extra point apply only to origin civics. I think it ruins the unique flavor to make origin civics interchangeable with normal civics when starting.

This would suggest the need for some kind of bland default origin civic to fill the slot, providing equivalent bonuses but not necessarily a story chain. Call it "Uneventful Origin" or something, and maybe have it give some flat bonus to stability to represent how square this empire is :steammocking:
Ivan Teurer 30 Dec, 2018 @ 7:47pm 
can you make it that eternal leaders dont need to be materialist or spiritualist? for rp reasons
cbshing  [author] 30 Dec, 2018 @ 6:49pm 
@rainy67, Doktor, & Nilserich, thanks. I'm hoping once I update the main mod to return the Eternal Leader civic I'll update this mod.
Nilserrich 30 Dec, 2018 @ 11:58am 
@cbshing Same here. Only for Origins Civics