Civilian Space

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Author: JZilla

Last revision: 17 Jul at 15:39 UTC

File size: 642.68 KB

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Description:
Civilian Space (4.4.*)

Your empire is more than governments, fleets, and starbases. Now its citizens can finally live in it.

Civilian Space adds visible civilian traffic and private development to your empire without creating a second economy or adding micromanagement.

Primary Features

  • Civilian Ship Activity: Cargo, passenger, survey, medical, tourist, research, diplomatic, training, maintenance, and commercial vessels perform visible missions.
  • Civilian Colonization: Settlers establish player-owned colonies inside your borders. Void Dwellers build and settle habitats instead.
  • Civilian Stations: Construction ships establish freight terminals and player-owned mining or research stations.
  • All options are adjustable in the mod settings, turn on and off features as you wish.
  • Civilian ships use the player empires chosen shipset and flag.

Civilian Administration

The Civilian Administration edict opens the settings menu at any time. Configure:

  • Traffic density and fleet limits
  • Visual-only or permanent construction
  • Approval-required or automatic exploration and colonization
  • Notifications, cleanup, recovery, and presets

The settings window opens automatically when a new game begins. Vanilla+ is the default preset.

Civilian Ship Activity

Cargo freighters and passenger liners travel between your colonies. At least two inhabited colonies in different systems are required. Routes support planets, habitats, or any combination of both.

Civilian research groups can propose surveys of nearby unowned or player-owned systems. Approved Civilian Survey Vessels reveal those systems for your empire.

Specialized ships visit facilities you construct:

  • Medical Transports: Gene Clinics, Cyto-Revitalization Centers, and Medical Centers
  • Tourist Liners: Holo-Theatres, Hyper-Entertainment Forums, Resort Administrations, and Resort Capitals
  • Research Transports: Research Labs, Research Complexes, and Advanced Research Complexes
  • Diplomatic Transports: Embassy Complexes and Grand Embassy Complexes
  • Commercial Freighters: Commercial Zones, Commerce Megaplexes, and Galactic Stock Exchanges
  • Pilot Training Shuttles: Fleet Academies
  • Maintenance Tenders: Shipyards

Viewing Ships: Civilian ships can be selected and inspected in system view.

Civilian Colonization

Once the required technology is available, civilians may target an uncolonized planet inside your borders with at least 60% habitability for your primary species. Projects can require approval or proceed automatically.

An approved colony convoy physically travels to the planet. The resulting colony:

  • Belongs directly to the player
  • Begins as an Urban World
  • Receives Privately Founded Colony for 20 years
  • Gains +5% Logistical Population Growth and +5% Trade Value from Jobs during that period

Void Dwellers: Civilian settlers build habitats instead of colonizing planets. A Civilian Construction Ship travels to the selected orbital body before creating the habitat. The completed habitat:

  • Is player-owned and named Civilian System-Name Habitat
  • Begins with the Trade Station designation
  • Receives Privately Founded Colony for 20 years
  • Counts toward the civilian colonization limit

All colony and habitat designations can be changed normally afterward.

Civilian Stations

From game start, eligible civilian projects dispatch a visible construction ship from the capital. Depending on your settings, it may:

  • Complete a visual construction project
  • Build a permanent Civilian Freight Terminal, providing +2% Trade Value from Jobs to its host colony
  • Request permission to build a player-owned Civilian Mining Station or Civilian Research Station

Strategic-resource stations require the corresponding extraction technology.

Presets

  • Minimal: 5 traffic fleets; construction, exploration, and colonization disabled
  • Vanilla+: 25 traffic fleets; up to 3 freight terminals and 5 civilian colonies; approval required
  • Living Empire: 50 traffic fleets; up to 8 freight terminals and 10 civilian colonies; automatic activity
  • Performance: 10 traffic fleets; construction, exploration, colonization, and notifications disabled

Performance and Safety

Activity uses bounded yearly checks, configurable caps, project cooldowns, and automatic cleanup. New traffic and projects pause during war and avoid systems containing hostile fleets.

Compatibility

  • Stellaris 4.4.x
  • Human players only
  • AI, gestalt, and nomadic empires are excluded
  • No DLC required
  • Existing saves can initialize through the Civilian Administration edict

Government fleets defend the empire. Civilian Space lets its people inhabit it.

Feedback and Contributions

Bug reports, suggestions, balance feedback, feature requests, localisation improvements, and general ideas are always welcome.
You can do so on Github:
https://github.com/non-npc/Stellaris-Mods-Collection