Mod Manager
Add mods to Galactic Civilizations IV: Supernova
UP Bundle of Mods V4.1.11
GC4 V4.1 and DLCs - Bundle of mods and bug fixes from the community and myself. The bug fixes folders are clearly marked if you prefer to limit your mods to those. Personally, I use all the mods in my games and make sure they are compatible with each others. See UP_Mods_Readme.txt for a complete list! Terraforming, Mining Orbital, Adv. Carrier, Flip Starbase EO, Hyperion Shrinker, Illauna's Market, New Orbitals, District Upgrades, New Wonders, Starbase Upgrades, and much more!
SAR-Species Overhaul 4.2
Changes the attributes of space elves, dwarves, demons, frogs, plants, vampires, catgirls and others who had only 0's as attributes and adds several unique species specific buildings. Update of the old New Species Overhaul Mod
SAR-Technomagic Package v.2.8
The game says elves and demons wield technomagic but there isn't any in the game. So I made two new abilites which introduce technomagic into the game. The mods have a number of new techs, improvs, EOs, policies, artifacts and the ability to craft certain artifacts.
SAR-One Gov Free 1.3
Unlocks a government of your choice at the start of the game. Pls read the notes how it works.
SAR-Old Pollution Values 1.1
Reduces the pollution of several improvs back to their old values before 4.0. exept for the starport.
SAR-Craftsman Revision v1.7
Adds new buildings and specialists to the Craftsman ability, including a specialists who increases the number trade routes.
Disable Imperial Foundries
Removes the Imperial Foundries decree. The manufacturing from the vassals was being multiplied, then siphoned off to the capital and multiplied all over again. When a bug fix for this issue is released, this mod will no longer be needed.
SAR-Hivemind 1.3
A rework of the hivemind ability which does nothing in the base game
Custom Video Background
Add a custom video background for leaders/civilizations in Galactic Civilizations IV. The leader’s foreground is not modified.
SAR-All trees have govs
This mod adds the option to unlock a government to the ideology trees that currently have none.
Terran Prime Super Earth
Custom Terran focused less on popularity and more on farming and mining. Animated Leader pulled from newly released DLC, works even if you don't have it. Custom Yellowjacket inspired colors using original Terran ships. Super Earth custom start, Planet size 42. Global Tech Tree assignment. Version 1.0
Truly Gigantic Map
A different approach to increasing the potential playing field. From the default potential of a max 18 sectors of varying sizes to a static sector size and a potential 28 sectors deployed allowing for plenty of space in a 49 civ campaign, 2 civs per sector and potentially up to 3 sectors empty of any civs. Version 1.0
Crystal Rework V.3.0
The crystal buildings of the silicoids are now relocatable and the Facet Conduit spawns a worker and scientist of the player's species.
Ken's AllTechAbilityBranches
dds two selectable civilization abilities: Allow Open Research and All Research Opened. Allow Open Research opens technology branches that are normally locked behind specific civilization abilities, while All Research Opened is a companion/dummy ability that grants no direct bonuses.
Ken's UnlimitedTerraformers
Allows terraforming improvements to be used repeatedly by making several terraformer-style improvements no longer colony-unique. This lets players keep building or using terraforming options instead of being limited to one copy/use per colony.
Kens UnlimitedRushConstruction
Removes or bypasses the normal rush-construction limit so players can repeatedly rush planet and shipyard construction. It also sets rush-related control costs to zero and includes a high credits/power cap.
Ken's SpaceTrolls
A powerful cheat/boost mod. It gives major empire-wide bonuses such as research, income, manufacturing, range, sensors, defenses, ship capacity, and other faction boosts. It also adds vault artifact powers for things like terraforming planets converting dead worlds, and more.
Gallifreyan Race Mod
Gallifreyan, or Time Lords, are an ancient and incredibly advanced humanoid species who wield the secrets of Time itself. Exclusive access to the Homeworld artifact, The Eye of Harmony. A quantum-engineered singularity enhancing all aspects of Gallifreyan civilization (Combines the improvements 'Singularity Generator' and 'Hyperion Shrinker,' extra internal space for their infamous ships, the Tardis).
Quiet Frigates and Corvettes
Selecting frigates or corvettes plays a much louder sound than selecting other ships. This mod changes the sound to the sound used for fighters or bombers. Also did the same for the generic selection sound, which was playing for unclassified ships and was also loud.
XML ultimate gameplay editor
6810 xml mods on a slider. edit and it saves it in the mod to change gameplay. run.bat modify localhost see readme
SAR-Propaganda v.1.3
Offers some new buildings raising cultural awareness
SAR-Engineers v1.1
Increases the effect of the Engineers ability on supply attrition reduction and adds a constructor at the start of the game when you pick engineer
Unlock Toxic+ v.1.2
An expansion on the unlock toxic mod in Draver's package. Adds a new system andunlocks the Xendar homeworld.
SAR-Diplo Capital Expanded 1.5
Adds some buildings and policies generating and using diplomatic capital so it's not just a resource for diplomatic trades
SAR-Urban Bureaucracy v.1.4
Modifies the urbanites and the bureaucracy (ability) tech trees.
Fix Ideology/Criminal chance
Fixes the values. They were set to 0 for both ideology and criminal chance.
Mods to Increase Text Size
Contains 5 mods that increase text size. The increases are 15, 20, 24, 30 and 35%. Unzip the file somewhere, then use only one of the mods. GOOD NEWS - The mods work with saved games, so you can change them at any time to see which one you like best.
Graphics Mod V032825
Makes the background galaxy dimmer when zoomed out. Makes the hex grid brighter. Makes the sector border bright red. Makes the ship range line bright yellow. Makes the area of effect circles for constructors, starbases and ranged attacks brighter and thicker. Does not need a new game to take effect.
IEP - Improved Economy Pacing
This mod adds small flat resource bonuses to research, manufacturing and financial districts and to many colony-unique improvements / wonders.
Homeworld Events buildable 2.2
This mod allows the player to bypass the homeworld event and places one of the options directly. Ich changed it to a new version as the event has trouble starting since Megastructures
Shipyard Ambient SFX Quiet
This mod replaces all the ambient audio with the Terran version instead of the civilization unique versions.
SAR-Loyalty buildings revised
A revision of the starting imrpovs of the Loyal ability
Gigamass Mod
This mod increases the amount of Gigamass from Gas Giants from 2 to 20. I've added the other two values if you want to edit the gigamass generation. Go to Data\Gameplay and edit the file as needed
GigaGigaMass
Set gigamass amout of dead planets to 10k, gas planets to 1k
No Background
Removes the galaxy background imagery completely. Also changes some border colors, credit to Old-Spider's mod.
Unlimited Faction Trait Points
Unlimited trait points to create your faction. NOTE: This is like schmidtz8702's unlimited traits mod, but does not change anything beyond the trait points.
Empty Policies
Creates 7 policies that do nothing in case you don't want to use any of the available policies.
PT-BR_Fix
Muitas melhorias na tradução automatizada, concordância, termos, etc. Em constante desenvolvimento... mas já muito melhor! :)
Better Leader Traits v1.0.5
This mod attempts to address the excessive useless traits and make meaningful leader traits easier to identify, as well as correct the full description text, otherwise missing, from a number of leader traits.
More-Dangerous Hostile Entitie
Designed for crazy players. Increases production rate for space monsters and precursor sentinels to match production rate of pirates. Increases roaming range of space monsters and precursor sentinels to match roaming range of pirates. Moves of ships is now -25% of normal instead of -50%. Hit points for pirate shipyard is now the same as the other shipyards. Space Monsters can now repair.
Improved Conversations
Adds many missing responses and more variety to the conversations. English only.
Space Monsters Can Repair
Space monsters can now repair like other ships. Not needed if you use my More Dangerous Hostile Entities Mod.
Improved Repair Bay for Ships
Works like the normal repair Bay, and also increases repair of starbases and shipyards when a ship with this improved repair bay is stationed there. Stacks like the normal repair bay.
Repair Module for Starbases
A module for Military Starbases that increases repair rates for: 1. ships stationed at or in area of effect of the starbase, 2. the starbase and other starbases in area of effect of the starbase, 3. shipyards in area of effect of the starbase.
Red Sector-Borders
Changes the sector border to bright red. This makes it easy to see when you have cleared all the FOW at the edge of the sector. Does not require a new game to take effect.
District Provides Input
Make the Research, Food, Industry, and wealth district generate a small amount of corresponding input (i.e. mineral) beside the % bonus. Make the planet less depend on those inputs. 0.25 base and 0.05 per level for manufacture 0.5 base and 0.1 per level for all other 3.
rebillion the geniire
Die Rebellion der gernire Mod galactic Civilizations III mit Spracherkennung Datei
Unlimited Traits+Extend Techs
Unlimited traits. Couldnt adjust intimidation, persuasion. or urbanites. Create civs without limit. Extended techs that work along side Capstone. Drive Optimization changed to +25 moves. Solar system Reaper with one level 61 planet and eight level 50 planets for Godlike gamemodes.
SAR-HyperwaveSurveyor
Changes the survey ship from Hyperwave Radio from frigate to a cruiser so you can upgrade it.
Combat Prediction Mod
Changes the text for all combat predictions to "Hope for the Best" so you won't know what the game thinks will happen, and you will have to "hope for the best."
SAR-Plague Cure
As the removal of the plague trait is quite wonky, a mod that removes it.
No Precursor (Red) Anomalies
Removes Precursor (red) anomalies from game so the stupid AI can't suicide their special ships and other ships into them.
UP Disable Culture Flip V1.0
This mod disable culture flipping by making all planets culture flip immune. Prepare for War! Special thanks to KayJay for sparking the idea on this one.
SAR-GlobalBonusFix
Several improvements which should give global bonuses, don't work properly. The mod adresses this issue and removes a global bonus from cultural beacon as it's supposed to be planetary
Aid Military
Adds a structure for tiles - Starting Complex. This is an area of the planet's surface equipped to send cargo to a space shipyard, to speed up production at the shipyard
Pirate Logo Mod V1.1
Updated to use the ModifyDataList method. Changes pirate logo to a skull to be more obvious.
Dorsai Faction v1.3
Update the mod as you do not need the sporesability anymore, it is included in the DorsaiAbility. Reworked the Learning center values (the bonus for adjacent cells).
Remove white icons
I personally dont need the icons I rather have the hex colors. This mod removes the little white icons.
BioWeapon (autokills Festrons)
This mod adds a bioweapon you can use on your planet to spread a disease. Citizens that aren't festrons or amoebas carry and spread the disease but arent effected by it. Festrons or Amoebas that end up on your planets catch the disease and die. Essentially its a mod that auto kills festrons and amoebas on your planets. see readme for details V1.1 minor tweak
NamePlates, WonderDeer version
This mod greatly reduces the distance at which the nameplates of planets appears as well as make the size of the planet icons smaller at closer zoom level. This mod does not require a new game, it will work on your old saves.
kill citizens
A standalone version of the kill citizens mod without the genocider ability requirement for people who just want this mod without having to download the modpack included are 3 versions with different control costs. - 1 control - 5 control - 10 control
Buy modules from market
This addon adds modules to the galactic market. They are about as rare as other non core resources. It should be compatible with Dravers galactic market mods
Genocider expansion modpack
A mod pack that expands the genocider ability. -kill citizen: spend 10 control to kill a citizen -convert citizen to neural network battery. spend 10 control to strip a citizen of it's sentience and turn it into a brain in a jar that cant do anything but has a high intelligence to boost research -genocide population: kill all citizens on your planet -destroy planet: gives you the ability to destroy a planet you own but no longer want see readmes for more details
MapOptimizer1.0
Changed the clusters in size: Tiny from 48 to 200 Small from 64 to 220 Medium from 100 to 240 Large from 150 to 260 Huge from 360 to 325 The games i started i had lot more space to explore and settle. If you can leave me feedback in the forums this would be cool thank you. If the mod somehow not works you could also copy the 2 files directly into your game to increase normal map sizes but make sure you store orignal once befor you do it.
More Gigantic
This map makes all the maps much bigger. But remember, this uses up a lot of RAM. So if you have less than 16GB stay away.
Pirate's Cove
This adds a new colony unique improvement for civilizations with the Criminal ability. Unlocked at Trade Networks it increases trade route value based on the planets crime trait.
Colony Ship pop increase
Changed the population cap on colony ships from 1 to 3. Allows you to build a colony ship to transfer citizens. Very useful after conquering the AI. I did not make the same change to transports because of how population impacts conquest rating.