Fantastical Magiks (Updated 3.6.*)

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Author: Cressie

Last revision: 6 Mar, 2023 at 16:14 UTC

File size: 112.05 MB

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Description:

Read the mod description here: Original (by Gin)


This is the updated version of the original mod. Now includes some minor changes like the ability to switch to magocracy mid-game through magicka tradition, unique civics for completing tradition and much more to follow.

New additions:

  • Unique magicka tradition which allows non-magocracy authorities to switch to magocracy.
  • Unique civics for normal, hive mind and machine empires upon completion of tradition line.
  • Special hyperlane manipulation tech (shows up as planetary decisions).
  • Many of the old civics have been turned into origins.
  • Magocracy authority gives rulers random passive magical abilities.

Hyperlane manipulation

Hyperlane manipulation decisions (Particles Physics category) can be unlocked for Magocracy authority. Requires jump drive and manacite extraction techs, these decisions allow you to utilise manacite, influence and energy to create/remove hyperlane connections within and outside your empire’s borders. This will trigger an event that gives the player upto 5 possible nearby candidates.

These manipulations are limited only to systems with inhabited planets (to prevent it from being too OP) as well as requiring the jump drive tech means that you won’t have early access to these decisions. When creating or deleting a connection with a system that lies within another empire’s borders then they will have a negative reaction to you.

KNOWN BUG: If you have a system and you trigger the create hyperlane decision (particularly the out of bounds version), if there exists at least 1 valid neighbouring candidate then chances are you will see the next option or more being filled with a system that is far away (possibly even on the literal opposite end of the galaxy). I’m not certain what causes this bug to show up. In the meantime, do whatever you wish with it, although I don’t know what’s the long term effect if you do end up connecting them.


Things needed to be changed/edited:

  • Placeholder values and icons.
  • Localisation stuff.
  • Minor gameplay balance.
  • Some other stuff.

Small note:
  • Utopia and Apocalypse DLCs are integrated into the original but these DLCs are OPTIONAL. You would only miss a few Civics and Governments but it would not affect the mod’s playability.
  • Any mod that adds resources (or changes files in ‘interface/resource_groups’ will conflict and either of the new resources will not show up). Use URP to fix this.
  • Species archetype for Magikals have been switched from MAGIKAL back to BIOLOGICAL due to many issues with custom archetypes. This just means that you should now get those sweet gene points for biological species (from perks like evolutionary mastery) as well as able to utilise the clone vat.

If you run into errors/issues or you have suggestions for the mod, let me know. Also if you are interested in improving and have modding knowledge, feel free to poke around. [github.com]

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Required DLC:

These DLC should be installed in order to use this item.


Stellaris: Utopia
Stellaris: Apocalypse