Stellaris

Stellaris

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Council Position Diversity
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1.209 MB
3 Jul @ 1:42pm
22 Jul @ 9:17am
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Council Position Diversity

Description
What is it?

Council Position Diversity adds custom councilor titles for each government type to replace the default Head of Research, Minister of Defense, and Minister of State. It also change some default ruler and heir titles. Gestalt councils are included as well, with custom names for all hive and machine nodes.

This mod is intended only for roleplay flavor and does not alter any gameplay value. It applies to both player and AI empires.

[English only]



New Government Types

As of Update 2, Council Position Diversity adds new government types, each with their own council.

Death Cult Civic (requires Necroids DLC)
  • Witch Coven (Democratic, Death Cult)
  • Grim Order (Dictatorial, Death Cult

Aristocratic Elite Civic
  • Noble League (Oligarchic, Aristocratic Elite)
  • Roundtable of Knights (Oligarchic, Aristocratic Elite, Warrior Culture)

Merchant Guilds Civic
  • Liberal Democracy (Democratic, Merchant Guilds)
  • Merchant Republic (Oligarchic, Merchant Guilds)
  • Crowned Republic (Dictatorial, Merchant Guilds)
  • Merchant Kingdom (Imperial, Merchant Guilds)

Thalassocracy (requires Aquatic DLC)
  • Council of Captain (Democratic, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Admiralty Board (Oligarchic, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Thalassocratic Dictatorship (Dictatorial, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Maritime Empire (Imperial, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Chartered Trading Company (Corporate, Trawling Operation OR Ocean Paradise, Free Traders OR Private Prospectors)
  • Free Navy (Corporate, Trawling Operation OR Ocean Paradise, Worker Cooperative)

Environmentalist Civic
  • Shamanic Gathering (Democratic, Spiritual, Environmentalist)
  • Shamanic Council (Oligarchic, Spiritual, Environmentalist)

Reanimators Civic (requires Necroids DLC)
  • Esoteric Congregation (Democratic, Spiritual, Reanimators)
  • Mage Guild (Oligarchic, Spiritual, Reanimators)
  • Magocracy (Dictatorial OR Imperial, Spiritual, Reanimators)

Nationalist Zeal Civic
  • National Socialist Republic (Democratic, Xenophobe, Nationalist Zeal)
  • National Socialist Stratocracy (Oligarchic, Xenophobe, Nationalist Zeal)
  • Fascist Autocracy (Dictatorial OR Imperial, Xenophobe, Nationalist Zeal)

MegaCorporations (requires MegaCorp DLC)
  • NecroCorp (Corporate, Spiritual, Permanent Employment OR Corporate Death Cult)
  • Media Conglomerate (Corporate, Media Conglomerate, Public Relation Specialists OR Corporate Hedonism)
  • Security Consortium (Corporate, Naval Contractor, Private Military Companies OR Letters of Marque)
  • Pharmaceutical Enterprise (Corporate, Not Militarist, Pharma State)

Hive Mind (requires Utopia DLC)
  • Progenitor Hive (Hive Mind, Progenitor Hive)
  • Symbiotic Consciousness (Hive Mind, Empath, Mycorrhizal Ideal OR Genesis Symbiotes OR Fruitful Partnership OR Tree of Life)

Machine Intelligence (requires Synthetic Dawn DLC)
  • Tactical Analysis Grid (Machine Intelligence, Tactical Algorithms)




Installation

This mod shouldn't conflict with any mod affecting councilors unless they completely revamp how default councilors work. It may, very specifically, conflict with mods altering the situations and events unlocking new advanced authorities as part of the Machine Age DLC. If you're experiencing an issue, try changing the mod's load order. Otherwise, load order shouldn't matter much.

This mod should work with all, none, or any combination of DLC, including with or without Paragons. Please let me know if something isn't working right.

It only triggers on a new game or when reforming government, so it won't apply immediately if you enable the mod mid-game.

Not achievement friendly.



Patches

Update 1.1: Added an empire policy to keep your current councilor titles when reforming government.
Update 2.0: Added new government types.
Update 2.1: Added thalassocracy government types. Also assigned preferred leader class to new governments.
Update 2.2: Added new government types for spiritual environmentalist and reanimators. Also changed some previous council positions to avoid repeating existing civic positions from Paragons.
Update 2.3: Added several new government types: Roundtable of Knights, Fascist states, MegaCorps, Hive Minds, and a Machine Intelligence. Added missing localisation entries to all language (they will show English lines instead of raw tags)



Known issues
  1. Without the Paragons DLC, random councilors may be unassigned from their position at the start of the game. I have no clue why it does that, but you can just assign them back.



My Other Mods

Detox Technology: Removes the Detox ascension perk from the Toxoids DLC and replaces it with a tech.

Precursor Selection Advanced: Allows the selection of precursor and rebalance the trigger rate of initial discovery.

Hive Name Diversity: Adds a massive quantity of new name variants for hive minded civilisations.
20 Comments
Svijj 30 Jul @ 6:24am 
I know I'm a bit late, but I'm loving the new government names so far! Glad you made this addition
Harvatos  [author] 25 Jul @ 3:07am 
@Sunconure11 I don't plan to add support for other mods, but if someone want to create a sub-mod for compatibility I can list it here.
Sunconure11 25 Jul @ 1:49am 
Would it be possible to add support for the various ethics and civics mods out there? I could see such expanding this mod further.
Harvatos  [author] 20 Jul @ 3:19am 
@RutraNickers Thanks for reporting it! I'll fix it soon 👍
RutraNickers 19 Jul @ 7:39pm 
I found a typo. "Shamanic Council" is been written as "Shamanic Counicl"
Harvatos  [author] 19 Jul @ 4:14am 
@Shizuri I can't add coverage for every other mods out there. However, beside not customising the council, there shouldn't be much conflict between the mods.
Shizuri 18 Jul @ 2:46pm 
I wonder, if this compatible with Government Variety. And if not can, you add some compatibility? Because I think some of the governments overlap with each other. (It's far fetch, but I wonder if u can add custom- council position titles on that mod as well.)
Harvatos  [author] 15 Jul @ 5:09pm 
Hey all! I just released Update 2.3, with a bunch of new government types. This will be the last content update for Council Position Diversity (at least for now), since I feel I'm already stretching the original scope of the mod. I have other ideas for mods I want to work on anyway, so yeah...

I'd like to thank everyone who subscribed to this mod. I certainly wasn't expecting that over 2000 people would like to play with the fruit of my insanity, but here we are. It's good to wrong once in a while. Stay tuned, and until next time!
Harvatos  [author] 12 Jul @ 3:28am 
@DiceDexter I don't plan on adding compatibility with other mods, unfortunately. I do consider making my own expanded civics / origins mod at some point, though.
DiceDexter 12 Jul @ 12:21am 
Hey, with the new Government types - do you by chance have built in compatibility for Expanded Pops/Civics/etc. ?
It adds 2 new MegaCorporation Authorities (auth_cooperative and auth_private, besides the vanilla auth_corporate)