Civics and Origins Reloaded (2.3.1)

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Author: Xoatl

Last revision: 10 Jun, 2019 at 23:42 UTC (6)

File size: 1.34 MB

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Description:
UPDATED TO 2.3, CUSTOM ICONS FOR MEGACORP CIVICS, FEUDAL SOCIETY CASUS BELLI ADDED

This mod aims to make the existing civics more impactful, adding a few more substantial ones, and trying to make it all balanced without adding a ton of redundant bloat. It is the third incarnation of this mod and I’ve learned a lot since the last time. All vanilla civics including corporate, hivemind and machine civics are changed and a few new ones added.

If any civic isn’t behaving as intended PLEASE POST

MAJOR CIVIC CHANGES/ADDITIONS:

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Acolytes: Start with psionic theory, pops with latent psychic trait, +1 telepath job and +25% psionics research speed
Machine Cradle: Machines start on a machine world and gain ability to terraform habitable worlds into machine worlds
Life-Seeded: Better opinion with AE/FE and homeworld starts with one of four beneficial modifiers.
Exalted Priesthood: After every election pick a divine mandate. There are 9 mandates with their own requirements. Missionaries mandate requires Corvee System for example and the powerful Vision Quests mandate removes shroud cooldown unless suffering from a curse.
Worm Blessed: Start with a wormhole, technology to use it, no hyperlanes to home star, and horizon signal special project and quest chain available.*
Gatekeepers: Start with a gateway and the tech to activate and build more.*
Castle Builders: More starbases and starbase health
Mining Guilds and Rockbreakers: Capable of exploiting systems with asteroid belts
Unlimited Growth: Start on city world only for corporations.
Hive Cluster: Start on hive world and can terraform planets into hive worlds for 5000 energy
Free Market and Mercantilism: Two civics that fill out some of the economy.
Genetic Excellence: Hivemind civic starting with cloning and genebanks techs, +1 gene trait points, and -30% species modification cost
Eager Integrator: Hivemind civic starting with a secondary species, 5% unity output boost per new species assimilated and diplomatic/convincing to subjugate buffs
Bustling Spaceport: Corporate civic that starts with an extra habitat, special planet modifier for it and -5% market cost
Merchant Republic: Corporate civic that opens up Patrician jobs, +1 governor level cap and +5 ruler political power.
Feudal Society: Casus belli to vassalize neighbour and turn them to imperial authority.

OTHER ADDITIONS:

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Defines Changes: Start with 3 civic points and the cap on possible leader level increased to 20. I recommend using the mod SLSI
GUI Changes: Empire start-up and government screens altered to have expanded windows.
Religious Differences:Xenophobic Spiritualists have a harder time making friends with other Spiritualists (especially other xenophobic spiritualists) and Militaristic Spiritualists have opinion penalties with other Militaristic Spiritualists.
Great Khan Civics: The three civics related to the great khan mid-game crisis (Diadochus, Great Khan Vision, and Great Khan Legacy) now give benefits. Expect the crisis and successor states to be a little harder.

*Features taken and altered with permission from cbshing’s mod Origin Civics

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