Stellaris

Stellaris

Precursor Civics (OUTDATED)
31 Comments
Fenrir Jun 16, 2020 @ 4:44pm 
Zulu9812 if you doesn't update it anymore please write OUTDATED in the title and/or the description..
ThelianTech Apr 11, 2020 @ 1:20am 
I would love to see an update for this, As a fellow Modder. i dont doubt this will need a complete rewrite by now. Wish you luck.
sinsforeal Dec 25, 2019 @ 9:34pm 
Please update
Ragnarok Oct 8, 2019 @ 3:18pm 
Honestly, outdated or not, this is pretty useful. Hope it gets the love it needs soon.
kamiyosha Aug 23, 2019 @ 1:05pm 
hello. tried out your mod, even though it said it was out of date. so you know, i did encounter an issue with it, likely cause of the game version (2.3.3). so, i do get some techs unlocked at the start, so that seems to be working. however, the boosts to energy and mats are not there. not sure about that. also, when i run this mod, it causes my game to crash when i open my tech menu sometimes. not sure on that either. i have a heavy suspicion that this is likely another mod im running not liking yours. i'm sure i'll figure that out soon. other then that, i like the idea of the mod, and hope you can update it for use with 2.3.3. good work on it so far.
zulu9812  [author] May 14, 2019 @ 4:41pm 
I would like to revisit this, but it needs a complete re-work.
HiakyqLite May 14, 2019 @ 2:44pm 
great mod! will there be an update for 2.2.7?
Knight of the White Sun Jan 19, 2019 @ 8:51am 
Does this work with v2.2.3 ? The precursor traits does but this one still says out of date. Any news on an update?
Icipher Dec 30, 2018 @ 11:34pm 
Hey there, just wanted to let you know that your mod still says that its only updated for 2.1.x not sure if something is actually broken or what but hey. thought you might wanna know. Keep it up!
zulu9812  [author] Dec 27, 2018 @ 1:09am 
What, this one? Yes this will take some re-balancing.
LavaCaverns Dec 26, 2018 @ 9:47pm 
yep, still says mod out of date tho.
zulu9812  [author] Dec 26, 2018 @ 2:41pm 
Thanks for the heads up. For some reason, it was hidden because Steam wanted me to accept an updated license agreement. Anyone else seen that?
Lord Hylia Dec 25, 2018 @ 11:37pm 
there is an error for your precursor traits mod where it says that it is either marked as hidden or there is not permission to view it...
zulu9812  [author] Dec 15, 2018 @ 11:00am 
It seems to work fine actually, I just need to get round to changing the version number in the text file.
Benaboo Kiggy Dec 14, 2018 @ 9:34pm 
Great mod, pls update.
Knight of the White Sun Dec 8, 2018 @ 2:09pm 
Any chance of an Update for 2.2?
Aedan Halcon Dec 4, 2018 @ 5:58pm 
I thought maybe that was the reason. No big deal this is still the best mod for this and it will probably research them pretty quick anyways.
zulu9812  [author] Dec 4, 2018 @ 2:44pm 
@Noclah Nadea: I deliberately didn't include techs revolving around robotics, genetics and psi because I wanted to leave that choice up to players.
Aedan Halcon Dec 4, 2018 @ 7:40am 
The advanced empire is almost exactly what i wanted for my ai human empire (Its my headcannon that FTL travel is much easier than humans ever thought but we kept overlooking it and just kept advancing steadily along) but it doesnt include robots and the fact my human empire from 2200 doesnt have robots always bugged me when were getting closeish to them now. Im curious why they are not one of the techs does it cause trouble with mechanist somehow?
zulu9812  [author] Dec 1, 2018 @ 10:20am 
@TeamBree’s Greatest Mistake: that only happens when the game is paused at the start of the game. When you unpause, give it a couple of seconds and new research options will generate.
Lord Slime Dec 1, 2018 @ 8:17am 
There is a bug that prevents you from researching anything in physics when starting the game. Nothing appears in the research options.
Blue North Star Nov 17, 2018 @ 9:05pm 
Thanks! :D
Gonna test it tomorrow, its pretty late right now.
zulu9812  [author] Nov 17, 2018 @ 3:21pm 
I've done some play testing without Synthetic Dawn, and it works just fine (the game must automatically bypass those instructions) so I have removed the DLC requirement.
Blue North Star Nov 17, 2018 @ 3:07pm 
Hm, thanks for the info... I'll get this whenever I start buying DLC's, I don't really feel like taking my chances on whether it will work or not, sorry.
zulu9812  [author] Nov 17, 2018 @ 2:39pm 
@Sylin: the mod analyses whether your empire is a machine consciousness or not and makes some adjustments to the techs that you get. I don't actually know what would happen if you ran this without Sythnetic Dawn - it might just ignore that part, or it might throw an error.
Blue North Star Nov 17, 2018 @ 1:58pm 
It says I need a DLC...? (Why)
zulu9812  [author] Nov 17, 2018 @ 1:04am 
@Stahlherz: this is completely independent of the Advanced Starts option in game set up. Empires with this civic would spawn in addition to those.

@Kepos: this is aimed at roleplay. Getting 20+ techs for free at the start of the match is a big advantage. As an example, I'm currently using Precursor civic for Eldar and Dark Eldar.
Kepos Nov 17, 2018 @ 12:34am 
Seems like a good base for guided or roleplay MP setup. Thx!
Skootchums Nov 16, 2018 @ 10:52pm 
If I wanted a specific preset with one of these civics to spawn in my games, would it count as an advanced start or would it spawn in addition to the number of advanced starts I set when I start a game?
zulu9812  [author] Nov 16, 2018 @ 10:50am 
No, it isn't. No mod that changes gameplay is achievement-compatible.
Phil McGrill Nov 16, 2018 @ 10:12am 
Is this achievement compatible?