Stellaris

Stellaris

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Vanilla flavoured tweaks
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2.304 MB
7 Feb, 2023 @ 10:57am
10 Jun @ 10:58am
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Vanilla flavoured tweaks

Description
I like tinkering in games like this, it's part of the fun for me. Thus, the mod is a work in progress, with the intent of giving some more flavor to aspects of the game, mainly civics and authorities, without excessively deviating from vanilla.

Civics and Authorities changes log: https://rentry.org/xuaaddhr
Other changes log: https://rentry.org/zhzam

Some other miscellaneous tweaks intended improve ai challenge are separated in another mod: https://steamproxy.net/sharedfiles/filedetails/?id=2981843215

Feudal Society/Prospectors/Delegated Function Civic: consume trait picks before assigning a leader to govern or the picks will be lost.
Natural Design CIvic: The unique building cannot be upgraded by simply clicking the yellow arrow on the icon. It has to be clicked and the upgrade chosen from the right annex to the planet menu ui. Sometimes the upgrade paths for the unique building may not show up in the annex. This is usually caused by clicking an empty building slot before clicking on the unique building. Click on any other present building then the unique building again, or reopen the planet menu.

LATEST CHANGELOG (only recent changes)
Natural Design unique buildings will not appear in the Colonial Centralization /Galactic Administration technology description.
Decadent Lifestyle Civic:
Cannot be picked by egalitarian ethics. Political power changed to +5/4.25/-0.25, CG upkeep for pops 1.5/1/0.25/0.1. Only gives +20% happiness to Rulers and Specialists. Gives -20% happiness to workers and slaves. Doubles Rulers and Specialists base trade value gain from living standards (0.5->1) unless there's a CG deficit.
Synthetic tastebuds / Mimic event traits nerfed a bit.

Chemical Bliss living standard rework:
Renamed to Chemical Enhancement
Has 1/1/0.5/0.25 strata CG upkeep and 0.02/0.02/0.02/0.02 Exotic Gases upkeep. Political Power +5/3/1, trade per pop +0.5/0.5/0.5. Increases resources from jobs and happines by 2.5% for each positive trait species under this standard has.
Subdermal Implants renamed to Targeted Chemical Enhancement. Requires exotic gases refinement, gene clinics and genome mapping. Grants +10% pop growth speed. Has 2x weight multiplier for Natural Design and Genetic Ascension empires.

Natural Design: Cloning, Gene Banks and Capacity Booster techs are now researchable. Adjusted fluff of Capacity Boosters to not imply gene modding.
Stratified Economy: reverted pop political power to vanilla (specialists power 3.5->2.25). Ruler happiness 15->20%. Grants +20% ruler pop output as special effect.
Academic Privilege and Theocratic Order: gain +0.5 specialist power and +0.5 worker power. Specialist tier Researchers/Priests gain an extra +1.5->2 (for a total 6 political power).
Natural Design: Perfect Prefects count as researchers for academic privilege political power. Purity Paladins count as priests for theocratic order (both unity bonus and political power).
Zro Catalysis edict is now unlocked by either Zro Distillation tech, or the holy covenant federation.

Natural Design:
Coucillor grants +0.2 unity from medical workers.
Medical Workers cost 1 additional CG upkeep.
Halved building time and cost of the basic tier building.
Reduced minerals cost of first tier unique buildings.
Reduced building time of the second tier unique buildings.

Oligarchic Archontate: Psionic Archon trait won't be added to non-psionic leaders.
Masterful Crafters: Artificers start off with 1 trade value (instead of 0)
Synthetic Ascension: added posibility to revert to organic looking portraits during the transformation situation. To do so, event heritage sites must be supported and tourism to them not limited, this will initiate a two-event chain shortly after that will recover old bio portraits for the main species and add two non-removable event traits, species class will remain robotic. Synthetic Fertility will get the same two events two years after picking synthetics tradition. Mod event traits can be removed by changing the portrait to any machine.
Removed councilor penalty from virtuality policies. Leadership focus grants 25->40% leader xp gain.
Synthetic Event Chain Virtuality: Relay Beacon now grants 0.5->1% resources from virtual pops per beacon, removed base 5%. Each beacon increases energy upkeep of all beacons by 0.5.
Feudal Realm: back to only removing unity upkeep from planet governors only, the old effect was introduced in vanilla by mistake in 3.12.1 and removed by the devs as a bugfix in 3.12.3. Gains -25% tradition cost increase from empire size.
Fanatic Purifiers: Removed militarist or spiritualist ethic requirement.

Natural Design Civic Rework:
Requires either Spiritualist or Materialist ethics.
+3 unity from Medical Workers.
Grants Body Purists main species trait: +2.5% resources from jobs per positive trait picked.
Reworked genomics services center: Renamed to Natural Culture Office, removed all bonuses, grants 1 culture worker.
Natural Culture Office can be upgraded with Colonial Centralization tech into Immaculate Church if Spiritualist or Natural Motivation Office if Materialist.
Immaculate Church grants 1 Purity Pastor job: 4 unity 2 amenities, 2 cg upkeep; grants +5% pop growth speed per ascension perk.
Natural Motivation Office grants 1 Firebrand Foreman job: 4 unity, 2 cg upkeep; grants +2.5% resources from worker, alloy and cg jobs, per ascension perk.
With Galactic Administration, both buildings can be further specialized:
Immaculate Church can be upgraded into Cathedral of the Immaculate Faith, which grants 1 additional Purity Pastor, or into Immaculate Holy Bastion.
Immaculate Holy Bastion grants 2 Purity Paladin jobs and make each pop generate 1 army in the planet, cannot be ruined.
Purity Paladins are rulers and produce 6 unity, 3 amenities, 2 cg upkeep; grant +3 naval cap and +1 planet stability per ascension perk.
Natural Motivation Office can be upgraded into Natural Propaganda Center, grants 1 additional Firebrand Foreman job, or into Perfect Prefect Prefecture, which grants 2 Perfect Prefect jobs.
Perfect Prefects are rulers and produce 6 unity, 3 amenities 2 cg upkeep; grant +3.75% trade value and +2.5% research from jobs per ascension perk.
Note that the unique building cannot be upgraded by clicking the yellow upgrade arrow on the corner of the building's icon, it has to be clicked and the upgrade chosen from the right annex of the planetary menu. Sometimes the upgrade may not appear, this is usually caused by clicking an empty build slot. Either click on another existing building and then on the unique or, if that does not work, close/open planet menu and click on the unique building.
27 Comments
consoomer  [author] 10 Jun @ 9:43am 
I fixed it. Thanks for the feedback!
Aphyxia 10 Jun @ 8:06am 
Leader policy texts for techs seem to disappear with this mod
https://imgur.com/a/amovWwg
consoomer  [author] 28 May @ 12:51am 
Note that chosen one, not-ruler, who was once a heir in imperial diarchy, disappearing after reforming away from democracy will still happen in an ongoing save if the preceding reforming away from imperial diarchy to democracy was before today's fix. Either get the chosen elected ruler first by election support and then reform away or open console, type debugtooltip hover over the chosen one to find the leader ID, and type in console kill_leader ID, this will spawn a new chosen one shortly.
consoomer  [author] 28 May @ 12:22am 
That's a good catch! It has been fixed.
Scarecrow 27 May @ 4:40pm 
I just have been messing around with new authorities and apparently found very hard to replicate bug, if you will use Imperial Diarchy let Heir become ruler and then reform into democracy then back to any other authority then your Immortal leader just disappears. It is important that chosen one must be ex heir otherwise original chosen will not disappear when reforming.
consoomer  [author] 27 May @ 1:03pm 
Hey, thank you!:steamhappy:
I remember some of your suggestions, like pacifist ethic attraction ramp up on hitting max WE in a war or progressive faction disagreeing with academic privilege, they're still in the mod. Feel free to suggest if you find something during your gameplay.
Scarecrow 27 May @ 12:34pm 
Have been off Stellaris for some time. After last update decided to start playing it again, have been taking my time playing it without any mods except for UI mods to adjust myself to new mechanics and balance, and then finally looked up your mod as i am vanilla fun and your mod as the name suggests vanilla friendliest i know, and wow just wow. You added so many stuff and interesting features. Like civics that scale with peace timer(in turn making peaceful builds somewhat viable), many of them does have significant effects that you are forced to adjust your game style in order take the benefits, and generally speaking you no longer think between one or two civics to choose from, most of them seems viable or at least interesting. My deepest respect to you for keeping this mod up to date and more.
consoomer  [author] 15 May @ 2:20pm 
Open console, "research_technology tech_positronic_implants" if gestalt or "research_technology tech_sapient_ai" if individual machine while not having any planet selected, or delete synthage.txt in ascension_perks folder from the mod's folder in D:\SteamLibrary\steamapps\workshop\content\294100\2929915062
Thanks for the feedback! Though I fully disagree :steamhappy:
The Galator (Croatoan) 15 May @ 2:04pm 
hi, this mod was very cool but ur change to virtual was very.....*insert slur here* now the entire build doesn'T work. it doesn'T slow it down it makes in unplayable. cool to know 1 hour into the a multiplayer game that u have to restard
consoomer  [author] 2 Mar @ 6:39am 
Hey, thank you! I don't plan on making changes to hiveminds, though some of the changes already affect them: catalytic processing nerf, evaluator maintenance increase, lifestock buff, overtuned edict change. I don't play them so I wouldn't even know what to do with them. From what I gather, they are in a very strong position in vanilla and any change would likely either buff them even further or be a big nerf. Besides, there's already at least one hivemind focused mod, forgotten queens, which is compatible with this mod.