AlphaMod: Civic Virtues (2.7) Mod
AlphaMod: Civic Virtues (2.7) Mod
New and tweaked civics for AlphaMod
Rough and I decided we wanted to make civics a lot more characterful than in vanilla, and to tie them heavily into all the new content AlphaMod brings to the game. We wanted to be excited again when we were creating empires, and surprised again when we encountered opposing empires.
So we’ve added a bunch of new civics and revised a lot of the vanilla civics with those goals in mind.
NEW NON-GESTALT/NON-CORPORATE CIVICS
See the slideshow for more details.
NEW CORPORATE CIVICS
See the slideshow for more details.
NEW HIVE MIND CIVICS
See the slideshow for more details.
TWEAKED & OVERHAULED VANILLA CIVICS
Many vanilla civics have been revised. Some completely overhauled. See the slideshow for more details on what we’ve done to them.
CHANGES TO CRIMINAL HERITAGE
Criminal Heritage has been decoupled from the Corporate authority. The AI no longer closes player criminal Foreign Offices, and will instead make use of the Crime Lord decision.
CHANGES TO THE CORPORATE TAB
Additionally, the Corporate tab has been changed to a Foreign Office tab. Branch buildings are now Foreign Operations. Slots for them have been increased to 8, and one is unlocked upon opening a Foreign Office. Planet Trade Value factor on Foreign Office value has been reduce to 0.25, from 0.5.
PLANS
Some of the civics added by the mod may be converted to origins.
There’s new civics for machine gestalts in development.
POP MODIFIERS
AlphaMod includes three pop modifiers that help define some pops as different from others, instead of using traits (for technical reasons). They are: Inexperienced, Qualified, Transcendent.
Civic Virtues adds a bunch more, and many of the civics influence the possibility of ‘new born’ pops having one (or sometimes more).
- Aberrant
This pop is diverging from the normal type. - Communal
This pop contributes to a community of shared ownership and property. - Deviant
This pop is departing from accepted standards of social behaviour. - Healthy
Thanks to genetic welfare, this pop is much more healthy. - Loyal
This pop trusts the state implicitly. - Nomadic
This pop tends to drift around the planet, avoiding settling. - Tribal
This pop claims territory on a planet and will fight to keep it. - Vigilant
This pop is intolerant of social aberrance or deviance.
FAQ
Q – Will there be a standalone version of the mod?
A – Nope. There’s not enough content in vanilla to keep the new civics interesting. This is an expansion of civics reliant on an expansion of content. And since the supplement ties into about 90% of AlphaMod’s content, it’s pointless taking out the 10% that isn’t.
This is extra content for players of AlphaMod. Doubtless there are plenty of standalone alternatives that work better with vanilla.
COMPATIBILITY
You need AlphaMod 2.7. It’s compatibility notes still apply.
Requires MegaCorp DLC.
As well as the over-ridden vanilla files listed with AlphaMod, this supplement also over-rides:
common/buildings/14_branch_office_buildings.txt
common/governments/civics/00_civics.txt
common/governments/civics/02_gestalt_civics.txt
common/governments/civics/03_corporate_civics.txt
common/decisions/03_crime_decisions.txt
events/crime_events.txt
LOAD ORDER
TOP
AlphaMod 2.7
AlphaMod: Sparsity (2.7) (optional)
AlphaMod: Traditional Thinking (2.7) (optional)
AlphaMod: Civic Virtues (2.7)
AlphaMod: Fanatical (2.7) (optional)
AlphaMod: C.U.I. (2.7) (optional)
BOTTOM