Stellaris

Stellaris

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Exigency 3.4
   
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6.261 MB
2022 年 7 月 24 日 下午 12:26
2022 年 7 月 24 日 下午 12:44
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Exigency 3.4

描述
This is a separate upload of Exigency, as I don't think I'll be able to update the original Workshop entry any time soon.

"Exigency" is a collection of all my old sub-mods: new Civics, Technologies, Flags, Namelists, Policies, Edicts, Buildings for planets and starbases, and a few other little odds and ends.

If you prefer your civics to be even higher impact and even less balanced, check out my Overpowered Civics mod!


IMPORTANT NOTE
This mod changes one base file: game_rules\00_rules.txt, specifically with an amendment to "can_species_be_assembled" via 99_exirules.txt. I prefer not to do this as it can cause compatibility issues, but it was the only way for Manufactured Species to actually grant organic pop assembly from the outset after the latest game updates.


New Starbase Buildings

Missile Command: Requires 50 influence and at least one Missile Battery. Adds +10% Hull, +10% Armour, and +5% Weapons Damage for every Missile Battery

Munitions Bay: Requires 50 influence and at least one Gun Battery. Adds +10% Hull, +10% Armour, +3 tracking and +2.5% Fire Rate for every Gun Battery

Proving Ground: Requires 150 influence. Adds +10% Ship Build Speed and -4% Ship Build Cost per Anchorage (up to 6) and +1 Shipyard Capacity per Shipyard

Patrol Offices: Requires 150 influence and at least one Hangar Bay. Adds +1% Empire Trade Value, +2 Naval Capacity and +5 Trade Protection per Hangar Bay

(The starbase buildings can interact with up to 6 modules: so if you have a mod that adds more slots, going beyond 6 won't scale the bonuses any further)

Alloy Forge: Requires Ceramo-Metal Alloys technology. Produces 6 alloys and increases all alloy production in that star system by 20%, affecting both planetary and oribtal production

Construction Centre: Requires Construction Templates technology. Improves planetary build speed and blocker clear speed. (The Engineering World civic gets access to both Alloy Forges and Construction Centres at game start)

Simulation Servers: Requires Self-Evolving logic technology. Produces consumer goods, reduces docked ship upkeep by 10%, and reduces consumer goods upkeep for all pops in that system by 10%. Modifiers are improved by the new Immersive Simulations and Perfect Simulations technologies

Housing Module: Requires Anti-Gravity Engineering. A module rather than a building, granting 2 housing and 3 amenities to all colonies in the system (3 housing with Imperious Architecture tradition)

Also out there somewhere: rare techs for the mysterious Psi Command and Molecular Forge.

At present these are not gated behind the civics and can be built by anyone subscribed to the Exigency mod.


3 New Origins, 6 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 and Psionic Focus techs already researched.
Start with a Psi Academy building on your planet, 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. Psionic Heritage was my first civic, back in the day!)

SAPIENT INTERVENTION
-Origin
-Must not be Spiritualist
Begin the game with The Supercomputer relic, and the ability to upgrade it by spending Minor Artifacts, improving its passive and active effects
The Supercomputer (at level 1) passively grants Encryption and Stability bonuses but does of course occupy a relic slot.
The active effect consumes energy for a stronger version of the buff. 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 Unity produced by factions
+1 to leader pool and -50% leader upkeep
+1 Registrar job per 20 pops, producing Unity, Trade Value and +2 to Edict Fund
+50 Trust Cap but -33% Trust growth
-10% Unity
-1 Influence
Influencing an election costs 4 times more Unity 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
+0.5 Organic Pop Assembly
Start with two additional bonus pops with the "GEF" trait:
-Costs 2 trait points, can't be combined with most other traits
+5% happiness, +5% Worker Production, +20% Habitability, +50% Army Health and +50% Pop Assembly Speed

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

NIGHTMARE CONGLOMERATE
(a fusion of Decadent Conglomerate and the old Industrial Nightmare)
-Megacorp only
-Cannot be egalitarian
-Most Empires have a lower Opinion of you
Access the new Industrial Core and Galactic Refuse Centre planetary designations
Spend large amounts of Influence and Alloys to build Industrial Superscrapers on your worlds, granting jobs and production bonuses at the expense of happiness and planetary habitability
Unlock the Absurd Excess edict, spending consumer goods to double your Influence production

DATA LIBERATORS
-Megacorp only
-Cannot be authoritarian
Produce 0.25 of each Research type per trade value
Authoritarians, Xenophobes and most other Megacorps have a lower opinion of you
+2 Codebreaking
+5% Market fee
-25% Diplomatic weight from technology

ENGINEERING WORLD
Start with the ability to build Alloy Forge and Construction Centre starbase modules
Access to the unique Enginespire planetary building
+20% Alloy production but -10% to Pop growth, Physics research speed and Society research speed
12 条留言
Sjru 🐲 2023 年 3 月 30 日 下午 9:20 
Update?
Zeadrasil, the Worldcorn 2022 年 11 月 13 日 上午 11:10 
Why does nothing in this work anymore? I was playing with it just fine in 3.5 but then all of a sudden when I try to load my save none of the buildings that this mod adds in are present.
Rimew 2022 年 10 月 9 日 下午 6:31 
Out of curiosity is the Manufactured Species an origin or a civic? I noticed it currently loads as an origin and I remember at one time I saw it in the civic list. Thanks for any and all info in advance.
Mercury! 2022 年 10 月 6 日 上午 3:47 
need update once more, thank you
Cheato1 2022 年 9 月 1 日 上午 3:31 
Been a while but a fix for sapient and dyson could be look for certain energy production a month or have a situation that drains like 2k energy but can be "turned off" by selecting an option that offsets the energy drain.
CyrusWindstrider 2022 年 7 月 31 日 下午 2:53 
All good, having looked at the previous version I knew it was a bug due to mod conflict, just figured I'd mention my workaround to it if anyone else was having that problem.
Edcrab  [作者] 2022 年 7 月 31 日 上午 2:39 
Whoops, these starbase buildings weren't meant to be buildable on orbital rings in the first place, I'll see if I can dummy that code out in the next update. Thanks
AlienFromBeyond 2022 年 7 月 31 日 上午 1:50 
In case you aren't aware, system modifiers don't work for starbase modules/buildings when built on orbital rings.
Edcrab  [作者] 2022 年 7 月 30 日 下午 1:41 
Cyrus: Yes, sorry that's a known issue and sadly my intended fix got upset by the latest update and so wasn't included. My intended fix is to rework Sapient Intervention's path to not require a Dyson Sphere at all (maybe an ascension perk instead?) but we can see

OtokonokoCulture: Theoretically they should work fine together as I've tried to make exceptions for them in the relevant shared files, but if that's broken again please let me know! It's definitely been something I've had to fix more than once between updates
KrusherJr 2022 年 7 月 30 日 下午 1:20 
How does Data Liberators interact with Galactic Conglomerate?