Primacy – Hive Civics Mod Mod


Primacy – Hive Civics Mod Mod

This mod aims to improve hive minds’ gameplay.
It does this in three parts:

Balance
Primacy includes a couple very small tweaks.

  • Brain Drones now cost 3 energy and 3 food (or minerals, lithoid) instead of 6 minerals, akin to synapse drones.
  • Hive Core capital buildings now provide +1 spawning drone at 80 pops, in lieu of the fact that hives only have 2 levels of capital.
  • Pooled Knowledge Civic now adds +5% complex drone output
  • Subsumed Will now adds +1 Edict Cap

Origins
Two new origins have been added.

  • Symbiotic Sublimation: Start with a secondary species that has the Symbiote Host trait, and the ability to go “assimilate” more organics right from the get go! Some aliens dislike this, but they are just xenophobic bigots.
  • Beating Heart: Start on a hive world, a living planet. Just like you always wanted to.

Civics
A handful of new civics have been added.

  • Agronomiser/Rockmonger (Lithoid): Farmers (miners) provide extra amenities, and Hive districts swap 1 maintenance drone for 1 farming (mining) drone.
  • Geneweaver: Reduces genemodding project cost, and a small buff to pop growth. Helpful for those who seem to be assimilating new xenos to their hive…
  • Void Nests: Increases mining/research station output, for those who have a lack of habitable planets.
  • Life Giver: Extra stability from spawning drones! But, increased resettlement cost, since your drones don’t want to leave home.
  • Ore Seeker: A hive analog to mining guilds, at long last.
  • Living Spires: Hive Warrens/Extended warrens provide significantly more housing. Also reduces building upkeep. Handy now that they can go on habitats…
  • Perceptor: Synapse Drones boost menial drone output.
  • Recluse: Something like inward perfection for hives. Gain several bonuses, in exchange for essentially giving up on diplomacy.

Compatibility
There are always wrinkles in stellaris modding. This mod is standalone where possible, or at least minimized changes. I have tagged sections where I have changed vanilla content with #HIVEMOD. Do keep in mind that mod incompatibility goes both ways – neither author wants it, but it is the cards paradox has dealt us.
However, two vanilla items present the greatest opportunity for conflict:
04_gestalt_jobs – if I and many others have been sleeping on a way to change job properties without overwriting the entire stratum file, do let me know.
The start of game effect generate_start_pops. This needed to be modified because I do not as of yet have a way to scope to the player’s designed secondary species after the game begins. I originally tried to do this inside an event; but last_created_species has a different context before and after empire generation, it seems.
This mod also touches the assimilation and purge citizenship types, in order for symbiote pops to not get eaten.

Common comments

  • Your icons are a flaming pile of garbage: Yes, but it was way more work to get the icons to be a properly blended white on orange background than is justified, so i just made them red instead.
  • The hive world background has a missing sky on my setup screen: This is a problem with the default paradox game asset. I tried to merge it with another sky, I really did. But a real artist would have better luck getting the color palette to carry over.
Credits:
hanson825
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What is Stellaris mods?

A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect (e.g. the way it looks or behaves) of a video game. Mods may range from small changes and simple tweaks to completely new games made within a video game. Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now.




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