Exigency Beta – Origins


Exigency Beta – Origins

STANDALONE TEST BUILD OF EXIGENCY – PLEASE DO NOT USE IN CONJUNCTION WITH THE MAIN BUILD!

The main goal of this test branch was to rework some of the civics as Origins, and for this reason things are likely to break if you use the two versions together. This version is provided for any brave souls that (a) don’t already have a game in progress and (b) feel like trying out the changes before they hit the main version. Well, if they hit the main version

3 New Origins, 5 New Civics

FORSAKEN EMPIRE
-Origin
Perhaps this nation toyed with forbidden knowledge. Perhaps they angered the one empire in the galaxy that could best them in war. And now this humbled society retains only the tiniest fraction of their former glory.
Gain the Ancient trait: +25% Leader upkeep, -25% leader experience gain, -15% growth speed
+200 leader lifespan, +2 leader level cap, +10% habitability and +10% specialist output
+15% Research Speed
-5% Happiness, -25% Unity production and -20% growth speed
Access to the Forsaken Recovery biology tech path, allowing you to eventually reduce the penalties
More likely to draw this mod’s new technologies

PSIONIC HERITAGE
-Origin
-Must be Spiritualist
Begin the game with the Psionic Theory tech already researched.
Start with the Psi Academy building unlocked, producing +1 Psion Job per 25 Pops
You may also find a couple of new psi techs: these techs are available to anyone with the Exigency mod active but you’re much more likely to get them with Psionic Heritage.
(Credit to Alfray Stryke for letting me see how he added starting techs in his God-Emperor civic mod)

SAPIENT INTERVENTION
-Origin
-Must not be Spiritualist
Begin the game with The Supercomputer relic and the Immersive Simulations tech already unlocked
The Supercomputer passively grants +30% Materialist attraction, +20 Admin cap and +3 Stability but does of course occupy a relic slot. Active effect for 5000 energy:
+50% Government Ethics attraction, +50% Admin cap
+1 Influence and -100% Election Influence cost
+5 planet stability + 10 trade protection
Ten year duration, shares cooldown with other relic active effects.
Special event edict once you have a fully upgraded Dyson Sphere. But maybe save your game first…

PLANETARY SENATE
-Must be democratic
Doubles the Influence produced by factions
+1 to leader pool and -50% leader upkeep
+1 Clerk job per 20 pops
+25% Edict length but +20% Edict cost
+30 Trust Cap but -33% Trust growth
-10% Unity
-1 to base Influence and influencing an election costs 5 times more than usual

MANUFACTURED SPECIES
-Can’t be used with Syncretic Evolution or any origins/civics that aren’t compatible with Syncretic Evolution (such as Life-Seeded etc) however it can be used by Megacorporation empires
Cannot be added or removed after game start
-50% Xenophile attraction
Start with two additional bonus pops with the “GEF” trait:
-Costs 2 trait points, can’t be combined with most other traits
+5% happiness, 30% G.E. Attraction, +5% Worker Production, +20% Habitability, +10% Pop growth and +50% Army Health

ONLY WAR
-Must be Militarist
In the grim darkness of the far future…
Allows access to every option granted by the True Warfare policy, regardless of your empire’s ethics
-5% Unity
-5% Happiness
-5% Research speed

DECADENT CONGLOMERATE
-Megacorp only
Your species starts with the negative Profligate trait and most empires have a lower opinion of you
+15% to Trade and Energy production

ENGINEERING WORLD
Allows you to build the Construction Centre starbase module and the Enginespire planetary building
+20% Alloy production but -10% to Pop growth, Society research speed and Engineering research speed

Credits:
Edcrab
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