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

Credits:
AlphaAsh
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