Exigency 3.3*

Gameplay, Technology, Flags, Edicts, Policies, Civics, Starbases, Jobs


26/03/22: Fixed a rare edict-related crash bug: it only affected people using both Exigency and Overpowered Civics but should hopefully be solved now. Reworked Planetary Senate (see image)

As before, if you have a descriptor error check the "spare" version linked here: https://steamcommunity.com/sharedfiles/filedetails/?id=2478616574



"Exigency" is a collection of all my old s...

Author: Edcrab

Created: 31 Dec, 2018 @ 3:02pm

Updated: 27 Mar, 2022 @ 7:49am

Subscribers: 5343


Size (unpacked) : 5.628 MB

26/03/22: Fixed a rare edict-related crash bug: it only affected people using both Exigency and Overpowered Civics but should hopefully be solved now. Reworked Planetary Senate (see image)

As before, if you have a descriptor error check the "spare" version linked here: https://steamcommunity.com/sharedfiles/filedetails/?id=2478616574



"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 and at least one Missile Battery. Adds +30% Hull, +30% Armour, and +15% Weapons Damage

Munitions Bay: Requires 50 influence and at least one Gun Battery. Adds +30% Hull, +30% Armour, +9 tracking and +7.5% Fire Rate

Proving Ground: Requires 150 influence. Adds +30% Ship Build Speed, -12% Ship Build Cost and +3 Shipyard Capacity

Patrol Offices: Requires 150 influence and at least one Hangar Bay. Adds +3% Empire Trade Value, +6 Naval Capacity and +15 Trade Protection

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 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

How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

This instruction is not written yet..