Star Ruler 2

Star Ruler 2

GovMod
34 Comments
Haerzog 3 Aug, 2018 @ 5:59pm 
Does this mod stil work, going on three years after the game's release?
Kazeck 21 Jun, 2015 @ 7:58pm 
If anyone has any suggestions/feedback/balance stuff please post in the relevent thread, I'd like to hear from people as I am low on ideas at the moment.
This mod has 1,000 subscribers and that is humbling for me, and something I deeply appreciate, so I'd like to hear what you'd all like to see, and try to discuss, implement, and balance suggestions.
SavantOne  [author] 12 Jun, 2015 @ 7:29am 
Whoops. Bad phrasing there.
Dalo Lorn 12 Jun, 2015 @ 2:23am 
Um, Workshop mods can't NOT come as a 'separate mod file', there is no 'just in case' involved.

If it were a non-Workshop mod, or if you weren't planning on uploading it to the Workshop, you could HYPOTHETICALLY embed your files in the base game, but the only reasonable explanation for doing so in most cases is if you're sloppy or there's a bug related to how the game processes mod versions of that particular file.

In either case, it'll be a royal pain in the neck to debug, and the only instance so far where I'd be comfortable with doing it (in fact, I HAVE done it) would be when adding music files for the 'Multiple Theme Enabler', because making a separate mod for a handful of files that aren't going to cause multiplayer incompatibility and are only going to affect me would be more trouble than it's worth.
SavantOne  [author] 11 Jun, 2015 @ 9:05pm 
Dalo is correct. We do have it as a separate mod file, just in case of bugs.
Dalo Lorn 11 Jun, 2015 @ 7:16am 
Yes. Unless the modder is sloppy, in which case some of his files might be embedded into the base game - but such an issue is only possible when the modder is also the player trying to disable the mod.

Additionally, one does not need to unsubscribe to the mod - simply disabling it in the Mods menu would be enough to keep it from causing any problems. Savegames made while using the mod, however, would break if you tried loading them without reenabling it. (Sadly, almost any type of patch to a mod will also cause saves from previous versions of the mod to go berserk.)
The Former 11 Jun, 2015 @ 3:10am 
I have a general question. This mod looks REALLY nice, but just in case it bugs or something, I need to know... Are mods separate from the base game in the structure of Star Ruler 2's folders? IE, can I unsubscribe from the mod and have all potential woes instantly cured?
Kazeck 16 May, 2015 @ 1:49pm 
Sadly I will be delaying my update, it should be done tomorrow or monday, I had a filling crack and had an emergency dental appointment, it set me back abit.
SavantOne  [author] 11 May, 2015 @ 7:19pm 
Ditto for me. I've been distracted by other business and personal projects. In addition to new updates, I may have a few other surprises coming your way.
Kazeck 9 May, 2015 @ 9:29am 
Sorry everyone for the long quiet, on my end it's been mostly school related. I am back so I'll try to work on the next update and have something out by this time next week.
Kazeck 10 Apr, 2015 @ 8:00am 
Well luckily Guardianru the A.I should be able to take advantage of these government changes too, though obviously less well than a player.

To Sog, well it's theoretically possible to institute a technology that changes your government, but it would not only be a great deal of code, but likely quite buggy. I'll look into it's feasability sometime though (it could also theoretically be a project)
SavantOne  [author] 9 Apr, 2015 @ 11:38am 
Flow,

I looked into the coding and found no evidence to suggest a major bug. The Technocratic capital is designed to be research-oriented at the cost of industrial production, but we only instituted a cut of 25%.

We'll look into it in a play test or two.

Sog,

As far as we know, the developers never instituted any sort of revolutionary mechanics. That would certainly be interesting, but you would have to ask them for that because that would have a lot to do with AI.

sog 9 Apr, 2015 @ 10:50am 
Awesome. Can I change a government type during the game or am I stuck with the gov I chose at the beginning?
Florian Oster 9 Apr, 2015 @ 10:04am 
I had a problem that may be linked to technocracy - my main planet started losing labor after a while and nothing could make it produce any anymore, even building factories... Any insight??
guardianru 9 Apr, 2015 @ 7:45am 
wow))) the better surprise would be if all races will get their proper AI-)))) and that is just very goodthing for them-)))
SavantOne  [author] 8 Apr, 2015 @ 9:24pm 
We've got a surprise for you. Galactic Capitals are now available for each government!
guardianru 5 Apr, 2015 @ 8:12pm 
technicraty is good)
Alexander the Great 5 Apr, 2015 @ 3:38am 
I really like some Ideas if u allow me i will port it to ABEM with some adjustments
SavantOne  [author] 4 Apr, 2015 @ 8:09pm 
This just in: New benefits and drawbacks for every. single. government. Aw, yeah.
helping 2 Apr, 2015 @ 6:39pm 
Cool!
SavantOne  [author] 2 Apr, 2015 @ 9:48am 
As suggested by VineFynn (and the other design that I did not insert yet), three more government types on the way.
helping 2 Apr, 2015 @ 12:12am 
What about splitting Republic into Autocratic Republic and Democratic Republic, and adding an Autocratic Monarchy as well?
SavantOne  [author] 1 Apr, 2015 @ 10:30am 
Thanks for the feedback, Lorn. I looked into the data files for the main game and found that those cards are still coded into the game with the proper effects. I couldn't find the descriptors in the localization files, but those appear to be correct as well.

I'll do some playtesting to confirm, but thanks for letting me know.
Dalo Lorn 1 Apr, 2015 @ 9:51am 
I couldn't help but notice that some of the cards you're using have not been in the game for months. Though I can't say anything for sure, there is a good possibility that Bribe, Promises and Rhetoric no longer work. (Or, at the very least, do not work correctly.)

Furthermore, it would be simpler and safer to just add §Xk special funds instead of a Profiteering card.
Sabahel-Tep 30 Mar, 2015 @ 8:30am 
Hi, good work i enjoy it! :)
SavantOne  [author] 29 Mar, 2015 @ 4:57pm 
Added a Revolutionary Republic and Technocracy. Enjoy!
SavantOne  [author] 28 Mar, 2015 @ 8:47am 
UPDATE: I'm working on the design for three more government types. I'll keep everyone posted.
Darloth 25 Mar, 2015 @ 10:32pm 
Actually, what about Profiteering! It's supposed to cost influence to buy and then instantly give you money - does it work like this? :)
SavantOne  [author] 25 Mar, 2015 @ 8:15pm 
I couldn't find the card in my recent session as a Republic, so I suppose it's a bonus for being a Constitutional Monarchy. It is in there, though.
Darloth 25 Mar, 2015 @ 8:04pm 
Does Promises work? It looks like it would, but it's not (as far as I can tell) used in game by default.
Flora 24 Mar, 2015 @ 2:18pm 
How about a meritocracy? :P
Darloth 24 Mar, 2015 @ 1:25pm 
Ooh, I was just about to do something like this :) Looks fun. Will try and play with it later tonight if I get time.
SavantOne  [author] 24 Mar, 2015 @ 1:20pm 
Heh. I suppose I wanted to base that off of how the UK placed a ton of emphasis on its navy in its Empire phase.
Dalo Lorn 24 Mar, 2015 @ 12:38pm 
Two free Heavy Carriers and a Shipyard, and a support fleet on top of that? Yikes.