Star Ruler 2

Star Ruler 2

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Type: Mod
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0.839 MB
Apr 8, 2015 @ 9:15pm
Jun 8, 2015 @ 7:54pm
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Description
A mod that adds a ton of new government types and bonuses to the game. The current version includes a Republic, Revolutionary Republic, Constitutional Monarchy, Confederation, Stratocracy and Technocracy. Feedback is always welcome, especially if you find any balancing problems or if you want to suggest more government types.

Image Credit: NASA/CXC/Univ of Michigan/R.C.Reis et al; Optical: NASA/STSc.
Popular Discussions View All (1)
12
May 14, 2015 @ 2:27am
Bug reports/issues
Sethfcm
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33 Comments
Sethfcm Jun 21, 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] Jun 12, 2015 @ 7:29am 
Whoops. Bad phrasing there.
Dalo Lorn Jun 12, 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] Jun 11, 2015 @ 9:05pm 
Dalo is correct. We do have it as a separate mod file, just in case of bugs.
Dalo Lorn Jun 11, 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 Unfettered Jun 11, 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?
Sethfcm May 16, 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] May 11, 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.
Sethfcm May 9, 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.
Sethfcm Apr 10, 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)