Stellaris

Stellaris

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Government Variety Pack
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10.011 MB
11 May, 2022 @ 1:44pm
22 Sep @ 5:26pm
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Government Variety Pack

Description
A grab bag of new civics, origins, and government types.

Newly updated for Stellaris 4.1 (Lyra) - I don't believe changes should break 4.0 saves.

New Civics

A total of 77 new civics, broken down into 9 origins, 20 normal civics, 19 hive civics, 14 machine civics, 12 megacorp civics, and 3 "advanced" civics available to any non-gestalt empire. Additionally, 5 base game civics have been enhanced with expanded features. (See the dedicated civics thread for more info.)

New Governments

Around 95-105 new governments (depending on how one counts), detailed in their own thread.

Special Thanks

ICONS
Wanna give a HUGE THANK YOU to Meltup for making unique icons for the new civics. They look cool and I am super happy someone stepped up to help out with this.

Other Contributors
  • Steam user Namazuo "Horse Poop" Toushiro came up with something like 17 new government suggestions that were all awesome, I added them and they served as the inspiration for a few more.
  • Steam user Garlic Pudding came up with five government ideas I incorporated, and one I have yet to incorporate but a new Civic is WIP for it.
  • Steam user Renan fixed all my name generators after 3.6 changed things so much I couldn't make heads or tails of it. Thank you so much!

Compatibility, Patches, and Submods

This mod only adds new things to the game, in new files. There's no possibility of my mod conflicting with another due to both editing base game files, and will only conflict with other mods if for some reason another mod has files with the exact same names in the same places as this in mod. However, if a mod radically changes the way ethics work (especially renaming the base ethics), compatibility will be shaky at best. There's also no guarantee that combinations of mod-added features will "play nice" or be balanced against/with each other in game.

Compatibility patches:

Mods that have built-in compatibility:

For non-English language translations:

Want to make a compatibility or localization patch? See this post to find out how!

There are a few patches and other versions of this mod. These all require the main GVP mod (this), and do nothing but selectively remove features. If you want all the features of this mod, you don't need any of these patches/alternate versions. They do not add anything and only provide options for users who for whatever reason want to exclude some features. Since all they do is replace files from GVP with identically-named blank files, there isn't typically much need to update them and tbh it's kind of a chore to update the version number on all these so I'm slow to do it. Bottom line, you can almost certainly ignore the compatible version number for them.

The patches and alternate versions are:

There are also "backup" versions of this mod for older versions of Stellaris available on my Workshop page. NOTE: The backup versions are stand-alone, do not run any of them with each other or the current version!


Finally, there is a submod available:

Known Issues

Federation start origins may rarely spawn partners with no government ("Despicable Neutrals"). The reason is known but the fix is obscure. If this happens to you, at this time the best thing to do is start a new game. It only happens occasionally.

Problems?

Report any bugs, issues, or other unexpected/undesired behavior using this form[airtable.com].

Flush with money to burn?

You can toss some of it here[ko-fi.com] if you want!

[discord.gg]
Popular Discussions View All (5)
66
30 Aug @ 6:30am
PINNED: Balance, Bug, and Issue Reports
LittleRaskol
12
1
8 Aug @ 5:05pm
Built-In "Compatibility" with Ethics and Civics Classic Explanation
LittleRaskol
8
2 Oct @ 2:19pm
PINNED: Big List of Civics
LittleRaskol
462 Comments
LittleRaskol  [author] 23 Sep @ 3:59pm 
That said, I am starting to think enough things have been changed that a 4.0 version might be helpful. No idea when I'll have time to do it.
LittleRaskol  [author] 23 Sep @ 3:54pm 
There's no reason for that to happen, and I can't replicate it.
Remulus 23 Sep @ 3:42am 
Hey, Im rolled back on 4.0.23 (version before the DLC) and the civics and all are gone - is this just how it is?
LittleRaskol  [author] 22 Sep @ 5:27pm 
Updated. I don't believe changes should break 4.0 saves.
LittleRaskol  [author] 7 Sep @ 5:20pm 
Should be fixed, not 100% sure it will work on a game in progress though
LittleRaskol  [author] 6 Sep @ 7:29pm 
That's less a bug than... I never designed them to respond to commercial pacts, lol. Well I'll see what I can do. The building doesn't swap though, really, it just changes what bonuses are given based on whether you have Criminal Heritage. Maybe I can include a check for a pact.
Smooze 6 Sep @ 2:47am 
Hey, so, not 100% sure, but pretty sure that Labor Peace and Criminal Heritage have a bug.
Labor Peace and/or the Labor Management building, weren't switching to the lawful version when I had a commercial pact with the target empire.
OddTomato 2 Sep @ 9:14am 
Why are the civics so blurry?
LittleRaskol  [author] 30 Aug @ 5:26am 
I don't know what influences selection of election candidates. Government definitions used to set weights for different possibilities, but that was changed a few game versions ago. Noble Republic is not an exception to this, nothing in its definition influences election candidates as far as I can tell.
JarrenBlake 27 Aug @ 6:20pm 
Interesting, has never been an issue on my other playthroughs. The ruler would not be at the top, but they would typically be in top 4.