Stellaris

Stellaris

586 ratings
Expanded Governments
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File Size
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7.247 MB
Jan 10, 2019 @ 2:49pm
Dec 21 @ 12:19pm
371 Change Notes ( view )

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Expanded Governments

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
For Stellaris 4.2

This mod adds a large number of new civics and origins, policies, and edicts, as well has balance changes to many related features. Please see the discussion post for a full list of features.

General Features
Many New Civics and Origins, and changes to existing ones
- Equivalent Civics for corporations and gestalts
- Civics and Origins inspired by the Preset Empires
- Civics inspired by the (sadly now defunct) Hive Mind Expanded mod
- Two new megacorp authorities, based on the democratic and imperial authorities
- Preset Empires will use the new origins and civics where appropriate

New ways to get refugees:
- Pops might flee starvation, war, slavery, and very low living standards

New Edicts, and improvements to existing ones
- New Campaigns
- New Subsidies
- New Rare Resource Edicts

New Policies
- Governmental policies such as Media Rights and Healthcare
- Can choose to let vassals expand
- Megacorps get better and more varied trade policies
- Hive Minds can decide what unemployed pops produce
- Machines can chose if matrixed pops produce energy or physics research

Changes to Buildings and Jobs
- Criminal modifiers and branch office buildings often give unique criminal jobs
- Buffed Branch Offices
- Buffed Resort Worlds
- Buffed some of the less useful buildings and jobs

Normal gestalts can give give non-gestalts residency, and build Autonomous Enclaves to support them.
- Too many free non-gestalts will cause increasing penalties, which can be mitigated with the Synchronicity finisher and certain civics
Hive Minds build districts and some buildings partially with food (unless Lithoid)
Gestalts can turn relic worlds into city worlds

Pops produce more crime

New ai personalities: Seekers of Knowledge, Xenophobic Protectionists, Decadent Technocracy, Warrior-Scholars, Peacekeeping Interventionists, Sneering Technocrats, Ambitious Unifiers
Ai personalities for Closed Collective and Closed Network, based off of the Xenophobic Isolationist personality
Ai personalities for gestalts that are friendlier and multi-species
Infestation AI personality based on the Driven Assimilator personality

General buffs and bug fixes


Credits
kuyan-judith, for letting me integrate their Trait Upgrader and Better AI Trait-Modding mod
Pawjwp, for supplying better looking origin icons


Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (6)
532
Oct 26 @ 1:04pm
PINNED: Bug Reports
Tovius
70
Sep 13 @ 12:18pm
PINNED: Suggestions
Tovius
8
Oct 27, 2023 @ 12:09am
Suggestions: Species Traits
Tovius
1,270 Comments
Promethea 14 hours ago 
I'd really love to play this mod, but unfortunately something seems to be amiss... Or I'am behaving like a bloody noob. Even with all mods deactivated, exept expanded government and its needed components (Expanded Mods Base + !!Universal Modifier Patch (4.2.*), the game simply crashes right after the loading screen. The game works normal, if only "expanded goverment" is deactivated. I'm currently playing with all DLCs and the game version is Corvus 4.2.4. I can't exactly pinpoint the cause of the crash. Altering the loading order of the mods also shows no effect. Is somebody else having this problem, too? How did you solve it? Maybe I'm just overlooking something?
Ben_D⚜ Dec 22 @ 3:02pm 
Looking forward to the new mod :)
Tovius  [author] Dec 21 @ 10:56am 
Updated to 4.2, now with a much less stupid name. Please let me know if I missed anything.

Changes to species traits and most traditions and ascension perks have been spun off into a new mod, which will be released as soon as I finish updating it for 4.2
Tovius  [author] Dec 21 @ 9:47am 
Update should be soon, I just need to finish bug testing.
Tovius  [author] Dec 20 @ 1:48pm 
I probably won't get to it before uploading the comp patch, but I do plan to add in-built compatibility to modded bioship ship sets in my mods. Please let me know what your favorites are so I can add them in.
Tovius  [author] Dec 15 @ 9:50am 
That mods have been split up, I just need to update them for 4.2 (I am currently working on this mod right now.
Nanao-kun Dec 15 @ 7:34am 
I recall you mentioning wanting to split up this mod, any progress on that front?
Tovius  [author] Dec 13 @ 8:31am 
The entire mod isn't working because it hasn't been updated yet.
caverman2001 Dec 12 @ 10:45pm 
could the refugee component possibly not be working ? i get refugee events but no refugees ever make it to my planet when i check after the events
Anthonest Dec 8 @ 10:49am 
@Tovius which is a shame because ethics don't really seem to be a big focus of this mod beyond modifying prescripted species, yet that makes it incompatible with many large content mods, and thus makes this one less desirable.

@KillerMan I have made ethics and civics classic compatible by simply removing prescripted species from this mod