Stellaris

Stellaris

Government Variety Pack
Showing 21-30 of 68 entries
< 1  2  3  4  5  6  7 >
Update: 24 Jun, 2024 @ 2:15pm

Missed one...

Update: 24 Jun, 2024 @ 12:27pm

v6.0.6 (6/24/24) - Govt Weight Audit
-Came to my attention that the base game changed its weighting of governments so that base game governments outweigh those added by this mod where not expected. This should be fixed.

Update: 19 Jun, 2024 @ 5:05am

v6.0.5 (6/19/24) - wow
-supported_version now requires a 'v' incredibly important update

Update: 29 May, 2024 @ 3:55am

v6.0.4 (5/29/24) - Gestalt Civic Node Exp & Diplomatic Protocols Rework
-Gestalt civics are supposed to give exp gains to their nodes. The ones from this mod now do so.
-Diplomatic Protocols reworked into "Xeno Communication Expert System" (+10% first contact speed, +1 first contact clue, +1 first contact target difficulty, +10% trust growth, +10% trade attractiveness).

Update: 13 May, 2024 @ 9:22am

v6.0.3 (5/13/24) - Misc tweaks and fixes
-Just in case, made Shroud-Touched origin unable to be added after game start. (Modifies planet deposits, should always have been the case.)
-Moved setup event for Shapers/Artificers/Essentialists to the empire_init_add_technologies on_action trigger (in case it randomly spawns in game)
-Changed "Civic Leader" job name to "Civil Society Leader" and tweaked its description.

Update: 11 May, 2024 @ 2:59pm

v6.0.2 (5/11/24) - Building Effect Reqs
-Several building types had no way of handling being owned by an empire without the originating civic. Now they do.
--Hall of Honor/Valor: Jobs only provided if owner has Chivalry.
--Synaptic buildings: Without Planetmind Creativity, only boosts soc research.

Update: 10 May, 2024 @ 11:36am

v6.0.1 (5/10/24) - Individualist Machines Hotfixes
-Shroud-Touched should not be available to individualist machines.
-Shapers should not be available to individualist machines.
-Ascetic Virtues should not be available to individualist machines.
-Utilitarian Planning now reduces pop housing and amenities usage (rather than food, for compatibility with individual machines)

Update: 7 May, 2024 @ 12:04pm

v6.0 (5/7/24) - Andromeda (3.12) Update
-Fixed what was needed for compatibility with Stellaris 3.12 (Andromeda)
-Diplomatic Protocols deprecated (exists in base game now, same name and basic concept.)
-Added inline scripts to jobs for new automodding priorities.
-Updated compat version number.

Update: 27 Feb, 2024 @ 3:38am

v5.9 (2/27/24) - Eridanus (3.11) Update
-Fixed what was needed for compatibility with Stellaris 3.11 (Eridanus)
-Dealt with removed techs:
--Changed tech requirements for Artificers, Essentialists, and Shapers councilors.
--Reworked Uplift tutor empire creation to use base game advanced empire event to set techs (which I was also doing anyway...)
-Updated compat version number.

Update: 25 Feb, 2024 @ 12:02pm

v5.8.1 (02/25/24) - Post Pyxis (or Pre-Eridanus?) Tweaks
-Republicanism effects changed to -20% Officials cost, +1 Officials cap, and 1 Civic Leader job per 25 pops. Civic Leaders are a specialist-level admin job. (Change made because adding ruler jobs per pop creates annoying unemployment issues as planet population fluctuates.)
-New governments for different ethics "flavors" of oligarchy/democracy with Republicanism.
-Renamed "Imperial Economy" civic to "Extractive Economy" (due to confusion related to Imperial authority name); this civic also no longer has strict authority limits but is unavailable to any Egalitarians.
-Renamed "Imperial Socialism" government to "Colonial Socialism" (due to confusion related to Imperial authority name) and reworded its description to match; this government also no longer has authority requirements. (Un-egalitarian social democracies can be colonialists too!)
-Removed most trait-based job logic (i.e., effects on output and chance of taking a job) and replaced them with the scripted calcs which the base game now uses.
-Overhauled Otherworld Guide job to be more dependent on psionic traits (and added concept text for this).
-Investigator and Suppressor are now more reliant on certain traits:
--Psionic traits make the Investigator more effective (as a "legitimate" detective).
--Strength-based traits make the Suppressor more effective (as a goon sent to intimidate people).
-Fixed error where gestalt job was adding "regular" amenities (instead of the no-happiness version).
-Fixed various other bugs/errors.