Stellaris

Stellaris

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Branch offices for Rogue Servitors
   
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Feb 23, 2020 @ 1:06am
Mar 27, 2022 @ 2:17am
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Branch offices for Rogue Servitors

Description
This mod adds the possibility for Rogue Servitors to build their own branch offices on the planets of their allies and vassals. Rogue servitors have their own buildings for branch offices, as pictured above, which provide many perks to the host empire. Rogue servitors still cannot enter commerical pacts, that has not changed (though I may change it depending on your feedback).

After reading the dev diary published on 2022/03/31 I have decided to retire this mod as it no longer serves a real purpose. I will attempt to fix any bugs that remain and will leave it up for people using the curret (at the time of writing) build of the game, but it will no longer be updated. Thanks for playing!

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What the mod adds:

1 new technology:

"Outreach program expansion" (Tier 3, rare, Rogue Servitors only)
This technology does nothing on its own, but it allows you to build the Bio-Trophy Resort building.

7 new branch office buildings:

"Food Distribution Center"
Costs food upkeep for the servitor empire, but gives double that amount to the host empire, the exported food being assembled with local products

"Education Complex"
Gives 3 points of all science ressources to both the servitor and the host, but also creats very strong materialist attraction on the local planet. The education offered by the servitor maybe a little bit biaised.

"Outreach Center"
Creates 10 amenities as well as mild attaraction towards pacifism, xenophilia and materialism to the host planet. Mandatory pampering guarantees free diet soda refils. Would you like to know more?

"Bio-Trophy Resort" (Needs "Outreach Program Expansion" tech - one per planet only)
This buildings creates 10 bio-trophy jobs on the planet it is built on. Bio-trophies can only be free organics (duh) and provide unity for both the servitor and the host empire. They are free of any upkeep for the host, including housing, and the bio-trophy job only gets filled when there are no more worker jobs to fill (may change in the future). The building also creates mild attraction to pacifism, xenophilia and materialism and keeps bio-trophies happy. Finally, in an attempt to make the mod in-line with Federation, the resort provides +10% diplomatic weight from economy.

"Machines Assembly Chains"
Perhaps the most simple building, this adds +2 points of machine build speed. We have to make robots to take the bio-trophies' former jobs after all.

"Arts and Crafts Workshop"
This building gives some consumer goods to the rogue servitors and double that ammount of goods to the host. It also increases trade value of the host planet. So how about it? Come buy your own totally authentic, definitly locally made trinket from the culture of our creators today!

"War-Emergency Bunkers" (Requires the vanilla tech "Planetary Shield Generators", requirement may change.)
Have you ever found it sad that AIs are terrible at war and your branch office/favourit AI pops were ruined by invaders? Well be sad no more for this is the solution. This huge complexe provides FTL inhibition, bombardment damage reduction and even a slot for the new "defense unit" job which is exactly like a soldier job except only machines in servitude can fill this spot. Yes, they also provide stability during martial law... Wouldn't want all these lovely bio-trophies to go away now, would we?

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Compatibility: This mod is incompatible with any mod that changes vanilla branch office buildings and may have weird behaviour with mods that add new branch office buildings. It should be fine with all the rest.
113 Comments
Cattan  [author] Mar 6, 2024 @ 12:43am 
Unfortunate. I would imagine it still works with vassal/overlords but Paradox may have changed things on their end that makes it stop working (the error message will always mention commerical pacts even if something else should allow it to work).
harozuken Mar 5, 2024 @ 6:01pm 
Now that ive gotten the tech and tested it, the blocks made to the gestalt empire and commercial pacts makes this mod ineffective in the current patch.
harozuken Mar 5, 2024 @ 4:03pm 
That makes sense, im trying it out on the newest version and so far the only weirdness i have seen are three buildings called cost, income, and spend (or something like that). I have not unlocked the tech yet so IDK if it works yet or not. Sorry to hear you no longer enjoy the game but honestly I get it.
Cattan  [author] Mar 5, 2024 @ 1:00am 
There is no update as the base game kind of has this mod's features by default since Overlord. Not quite, but close enough that it didn't feel like this mod was really needed anymore. I've also stopped playing Stellaris because it's become a game I no longer enjoy so updates won't happen; not from me at least.

That said the mod is still functional on game versions prior to Overlord and it "probably" still works? Overlord added an additional feature but didn't replace branch offices, so that shouldn't be a problem. I'm sure it would cause odd behaviours here and there but there's no reason it would be entirely broken. I'm kind of curious now, honestly.
harozuken Mar 4, 2024 @ 9:47pm 
This is likely a no but does this mod still work? or is there an updated version of this mod?
Cattan  [author] Dec 21, 2022 @ 9:25am 
I probably could, actually. I've been away from the game for a while but I'll look it up henever I get the chance.
Animal 7 Dec 19, 2022 @ 9:31am 
can you add the buildings added from this mod to the ones you can create in overlord?
Cattan  [author] Aug 25, 2022 @ 12:31am 
It does not. As stated in the second paragraph this mod is no logner being updated, seeing as the base game now effectively does the same thing.
Hazardous Aug 24, 2022 @ 5:30pm 
How does this interact with holdings as an lord of a nation?
Cattan  [author] Mar 27, 2022 @ 2:20am 
Just published a tentative fix for the pops not taking the bio trophy job; it's not tested yet but I have a pretty good feeling it should work. At the very least, it should reduce the behaviour, as the AI will now prioritise it better. Specifically, not enslaved nor nerve stappled pops should be much more likely to take the job, and once they are a bio trophy they will never leave unless the player manually reassigns them.