StellarStellaris
A grab bag of new civics.

This is a "civics-only" patch of my Government Variety Pack mod, which is required to use this. All this mod does is blank out all new government definitions so that you just get the civics. Don't install both if you want everything GVP has to offer! There is also an Origins Variety Pack which adds just new origins (which are also included here). You can remove these new origins from this mod with the No Origins Patch.

Compatibility and Testing Notes

There should never be any reason for this to be incompatible with any version of Stellaris because all this does is override mod-added files. You can almost certainly ignore any version incompatibility warning. Because it is just a patch for my mod that blanks out files from my mod, it will be rarely updated (e.g. only if I add new government files to GVP). #protectingmytime

This mod's assets have to override GVP's and that is a question of load order, but load order now doesn't necessarily have anything to do with the mod name anymore apparently. I have heard it goes by subscribe order?? If so, and this is not working for you, try unsubscribing to both this and GVP, then subscribe to GVP, then subscribe to this. Or else try a mod manager, idk.

This should also be compatible with any backup/old version of GVP. You'll just have to ignore the warning about lacking a required mod.

Known Issues

If you see any weirdness in empire names, install this patch.

New Civics List

I will... try to keep this up to date, but the most complete listing is at the GVP page. (Actually in its own dedicated thread because I hit the character limit!)

Origins

I'm running out of characters so, uh... check the links to GVP or OVP above to see what these are!!

Normal Civics


  • Elected Clergy (Democratic, Spiritualist): 1 Pastor per 40 pops, +10% influence from factions

  • Ascetic Virtues (Not Materialist): +15 years to leader age, +10% growth rate

  • Republicanism (Democratic): -30% leader cost, 1 Administrator per 50 pops

  • Utilitarian Planning (Not Spiritualist): -5% pop food requirements, -2.5% ship and building upkeep

  • Siege Mentality (Not Militarist or Xenophile): +2 defense platform cap, -10% defense platform cost, +5% defense platform hull and damage

  • Cult of Personality (Dictatorship/Imperial, Authoritarian and not Spiritualist): +10% influence production, -10% war exhaustion

  • Universal Sovereignty (Dictatorial or Imperial, not Xenophobic): -25% vassal integration cost

  • Workers' Councils (Egalitarian, no Business Lobby or Shared Burdens): -10% building and ship construction time, increased happiness and political power of workers and specialists

  • Supremacist Demagoguery (Dictatorship or Democracy, not Xenophile and not Egalitarian): +2 maximum rivalvries, +20% army morale damage

  • Enlightened Liberalism (Not Spiritualist, not Fanatic Authoritarian): +20% research and mining station output

  • Business Lobby (Not Democratic, no Workers' Councils): +5% tile mineral and energy output

  • Chivalry (Imperial authority or Aristocratic Elite, Militarist): +1 military leader levels, Warrior Hall buildings, Knight jobs

  • Lifelong Learning (Democratic and Pacifist): +1 governor and scientist skill levels, +20% leader experience gain

  • Institutionalized Collectivism (Not Fanatic Authoritarian): +5% Worker and Specialist output, +10% consumer goods production

  • Direct Revelation (Egalitarian and Spiritualist): 1 Hedge Preacher per 25 pops. Wild Cults may occasionally form

  • Royal Absolutism (Imperial, Authoritarian): -50% pop ethics shift speed

  • Public Works (Any): -15% clear tile blocker cost, +5% habitability

  • Imperial Economy (Dictatorial/Imperial, not Xenophile): +15% vassal naval capacity contribution, +7.5% tributary income

  • Colonial Fiefs (Imperial, not Militarist): +15% colony development speed, -5% starbase influence cost

  • Automated Indolence (Materialist): +5 stability, +10% robot output


Hive Mind Civics


  • Planetmind Creativity: -15% pop housing use, allows building Planetary Synapses that have a mix of effects

  • Caste Quickening: +10% leader experience gain, -7.5% genetic modification cost

  • Worker Caste: -10% building and ship construction time, 1 Menial Drone per 20 pops

  • Warrior Caste: +1 military leader skill levels, 1 Warrior Drone per 30 pops

  • Royal Caste: +2 governor skill levels, 1 Synapse Drone per 40 pops

  • Reclamation Pools: +10% job food production

  • Boundless Spite: +2 maximum rivalvries, +20% army morale damage

  • Void Affinity: +20% research and mining station output

  • Hoarder: +5% mineral and energy output

  • Eusocial Rhythm: -5% ship, building, and district upkeep

  • Inquisitive Bent: +15% survey speed, +10% anomaly research speed, +10% anomaly find chance

  • Big Picture Thinker: +15% terraform and megastructure build speed

  • Toiling Multitudes: +10% simple drone output

  • Domineering Expectations (Not Devouring Swarm): +15% subject research share, +7.5% tributary income

  • Unending Bloom: +15% colony development speed, -5% starbase influence cost

  • Benign Overmind (Not Devouring Swarm): -25% Subject Power Penalty, +20% vassal naval capacity contribution

  • Gestalt Extroversion (Not Devouring Swarm): -25% diplomatic influence cost, +15% trust growth rate and +20 trust cap

  • Frenzy: +10% fire rate, +10% evasion

  • Vigorous Introversion: +10% army health, -10% growth time


Machine Intelligence Civics


  • Distributed Planning Systems: -10% pop housing and amenities use, special planet specialization decision

  • Self-Improvement Heuristics: -20% robo-modification cost

  • Reflective Polymorphism: -33% leader recruit cost

  • Architect Expert Systems: -20% building and ship construction time

  • Combat Data: +1 military leader skill levels, +20% army morale damage

  • Diplomatic Protocols (Neither Determined Exterminator nor Driven Assimilator): +1 max rivals, +15% trade attractiveness and trust growth

  • Astro-Prospecting Mainframe: +20% research and mining station output

  • Self-Aware Production Targets: +5% mineral and energy output

  • Recursive Efficiency Analysis: -5% ship, building, and district upkeep

  • Astro-Exploration Mainframe: +15% survey speed, +10% anomaly research speed, +10% anomaly find chance

  • Reciprocal Planning Routines: +20 admin cap

  • Geosurvey Heuristics: -10% clear tile blocker cost, terraform cost, and terraform completion time

  • Exploitation Algorithms (Neither Determined Exterminator nor Driven Assimilator): +15% subject research share, +7.5% tributary income

  • Optimized Expansion: +15% colony development speed, -5% starbase influence cost


Megacorp Civics


  • Scientific Management (Not Egalitarian): -10% pop food requirements, +10% worker production output

  • Educational Consortium (Any): +10% specialist production output, +20% leader experience gain
Title!Civics Variety Patch for GVP
Steam ID924072507
Steam App281990 (steamDB)
Steam Manifest/UGC1290662482932684217
Creator SteamID76561197972872371
Steam Created2017-05-12T12:13:14+00:00
Steam Updated2022-02-26T17:50:59+00:00
Steam Updated relative1689.3 days ago
Revision #7
Revision archived?Yes (fetch: 2022-04-13 10:47:20)
Revision file date2022-02-26 17:50:59
Tracked Steam files4
Tracked mod files34
Mod size650.54 KB

Tracked mod revisions

Title Revision # Archived? Size Metadata created Metadata last updated
!Civics Variety Patch for GVP 7 Yes (fetch: 2022-04-13 10:47:20) 650.54 KB 2022-04-10 02:57:03 2026-10-10 23:05:01


Mod File inventory

Path Extension File Count File Size
common/governments txt 13 2.52 KB
common/random_names txt 14 2.51 KB
common/start_screen_messages txt 1 215 B