Модификация добавляет Exigency [2.8] в игру Stellaris.
Оригинальное описание
21/04/2021: Updated for 3.*! The pop/job rework will mean I’ll need to keep doing balance passes and there’s probably a few bugs I’ve missed, but you shouldn’t get any blank popups or crashes (unless you’re running a bunch of other outdated mods at the same time)
A fair few people only played with the Exigency pack for the traits: to make updates easier at my end I have split the traits back into a standalone Neutraits mod (updated for 2.8.1, but should work for 3.* too), which should also help out people who want the traits without any of the mod’s additional technologies or buildings etc: https://steamcommunity.com/sharedfiles/filedetails/?id=2414685472
«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!
This mod doesn’t change any base files so it shouldn’t cause any compatibility issues.
New Starbase Buildings
Missile Command: Requires 50 influence. Adds +10% Hull, +10% Armour, and +5% Weapons Damage per Missile Battery
Munitions Bay: Requires 50 influence. Adds +10% Hull, +10% Armour, +3 tracking and +2.5% fire rate per Gun Battery
Proving Ground: Requires 150 influence. Adds +10% Ship Build Speed and -4% Ship Build Cost per Anchorage and +1 Shipyard Capacity per Shipyard
Patrol Offices: Requires 150 influence. Adds a flat +3% Empire Trade Value and then +2 Naval Capacity and +5 Trade Protection per Hangar Bay.
(Each of these starbase buildings can benefit from up to 6 modules, so if you’re using a mod that allows for more than 6, add a different building!)
Alloy Forge: Requires Ceramo-Metal Alloys technology. Produces 6 alloys and increases all alloy production in that star system by 20%
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 +1 Encryption, +30% Materialist attraction, +20 Admin cap and +3 Stability but does of course occupy a relic slot.
At level 1 the active effect (for 5000 energy) improves codebreaking, government ethics attraction, Admin cap, Influence, Election Influence cost, planet stability and 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 Registrar job per 20 pops, producing Amenities and Admin Cap
+50 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
+1 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
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
Cannot be added or removed after game start
DATA LIBERATORS
-Megacorp only
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
Как установить данный мод
Скачать архив. Распаковать. Скопировать мод в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/
Если папка отсутствует – попробовать запустить игру или создать папку самостоятельно.
Распаковать файл .mod в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod
Или просто воспользоваться кнопкой «Подписаться» (Subscribe) в Steam.
Мод должен появиться в лаунчере игры во вкладке моды – остается только активировать его.
Enjoy the game:)