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Government Variety Pack
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11 maja 2022 o 13:44
28 lipca o 4:22
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Government Variety Pack

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

Newly updated for Stellaris 4.0 (Phoenix) - This is a big one. I've made sure that it doesn't throw and errors on load, and done some sanity checking of everything that touches pops, but have not had time (nor do I expect to have time) for a detailed test of everything that was changed.

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]
Popularne dyskusje Zobacz wszystkie (5)
65
7 sierpnia o 13:31
PRZYPIĘTE: Balance, Bug, and Issue Reports
LittleRaskol
12
1
8 sierpnia o 17:05
Built-In "Compatibility" with Ethics and Civics Classic Explanation
LittleRaskol
6
28 czerwca o 19:32
PRZYPIĘTE: Big List of Civics
LittleRaskol
Komentarzy: 453
JarrenBlake 1 godzinę temu 
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.
Ghost Fox (ΘΔ) 20 godz. temu 
Oligarchy doesn't allow re-election by default. Presumably it does if there are literally no other candidates, but....
JarrenBlake 21 godz. temu 
So my current play through is as a Noble Republic (Oligarchy). My current ruler is being weighted so low that they do not appear on the reelection list at all. As a test I started killing leaders to see if they would show. Had to kill all four initial contenders before they forced popped. Never happened before to me. Is there something in the gov type or the mod that reduces weight for the current ruler?
Proleta 31 lipca o 23:30 
Thank you for your nice mod. However, I found that the "Colonial Fiefs" civic doesn't seem to be working well in this version. When a colonial subject appears, it immediately disappears :(
Kedi 31 lipca o 6:45 
Uh, where did academic privilege go?
Anton Rabe 28 lipca o 8:47 
Thanks you for nerf and thanks you for your mod:steamthumbsup:
LittleRaskol  [autor] 28 lipca o 4:17 
Interesting observation - I started them with the same weighting as Common Ground, but now, with this mod and the base Common Ground and Hegemony starts, they probably pop up too much.
Anton Rabe 27 lipca o 23:49 
Can change of spawn origins like Convened by Providence a bit lover? So many fed from the start
LittleRaskol  [autor] 27 lipca o 12:13 
Welp as it turns out "Automated Workforce" seems *very* strongly tied to a specific district. Sometimes you can apply a modifier for a specific context (like, for a planet) at a higher level (empire-wide) and it will be applied to all context in the higher level (all planets in the empire). planet_pop_assembly_mult will work this way, but district_automated_workforce will not! Back to the drawing board...
kerrigan1603 26 lipca o 14:01 
Okay thank you