Stellaris

Stellaris

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Worker's Unions - Stellaris Hard Mode
   
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5.058 MB
Apr 21, 2021 @ 4:43pm
Apr 26, 2021 @ 6:41am
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Worker's Unions - Stellaris Hard Mode

Description
>>> WORK IN PROGRESS <<<

Preface

Is Stellaris too easy and the AI too weak, but do you hate just giving the AI a bunch of free stuff, by playing on a higher difficulty than Ensign?

This might be the mod for you.

I believe one of reasons the AI is weak in Stellaris is that it likes to build more-or-less balanced planets, while players prefer to build very specialized planets - which is a completely overpowered strategy.

This mod severely nerfs that playstyle without making it impossible.

Description

This mod adds new factions for various pop professions, such as a "Miner's Union".

Additionally, having a lot of pops of one type on a planet will give them considerable political power - and they will use it. You will now have to either meet their demands and expend resources to keep them happy, or ignore them and take a hit to resource production and stability.

As soon as there are a certain number of (unhappy) worker pops in your empire, they will start forming union factions. Additionally, once there are a certain number of such pops on a planet, unions will open a branch office there.

Any branch office will slightly reduce resource production but give you additional jobs. Unhappy unions will considerably reduce stability and resource production.

Features

- Three types of unions: Farmers, Miners, Technicians
- Unions open "Branch Offices"
- Branch Offices organize strikes and reduce resource production

TODO

- More labour/trade union types
- More demands
- Event chains to add flavor
- Policies to outlaw unions altogether or just outlaw strikes
- Find ways to nerf robots / slaves - who can't be in worker's unions

Compatibility

This mod doesn't overwrite any file, so it should be compatible with everything.

WORK IN PROGRESS - GIVE FEEDBACK AND SUGGESTIONS BELOW
17 Comments
TopLain  [author] Dec 2, 2021 @ 10:04pm 
Thanks for the suggestions! Now that I'll play a bit of Stellaris again I'll look into expanding this.
Batniel Sep 29, 2021 @ 7:50am 
So, is there a fix programmed for compatibility between this and TNG Faction Matter?
Would love to have both unions and radical factions propping up rebellions.

Also, if you are still developing this, I'm eager for the possibility of AI banning unions/strikes (and failing if they are too strong or adding a penalty to stability) or a slave rights/abolitionist faction that contains either slaves or both slaves and allies, which would be cool aswell.

If you need ideas for nerfing robots I would suggest either tying it to the already existing union dynamics (with either anti-robot strikes or AI rights strikes, depending on the tech level), which I believe is easier and preferable/realistic, or having a roboticist faction based on both roboticist and robot pop dynamics (specialist pop's might want to protect their interests as well).
TopLain  [author] Jun 16, 2021 @ 2:14am 
@Kepos I'll have a look into that.

@telaburke The AI has to deal with this. It shouldn't have too many problems though, since these factions are happy if you're properly roleplaying, which the AI should be.
tolaburke May 30, 2021 @ 12:32am 
What matters is whether the AI has to deal with this and how it does.
Kepos May 21, 2021 @ 4:02pm 
Just found out, another mod overrules the usual factions, while using TNG Faction Matter mod, so I can only see your worker's union factions and all former influence surplus is gone. Seems I found an incompatibility.
Shadowing May 6, 2021 @ 2:51am 
This is must have for stellaris.:steamthumbsup:
They should adapt it to base game.:steamhappy:
Colonizor48 May 4, 2021 @ 3:20pm 
Based
Jaxanine The Gnome Queen Apr 29, 2021 @ 12:06am 
Can say it seems to mesh fine with potent rebellions, do recomend.
l1pst1ck pr1nc3ss Apr 28, 2021 @ 3:08pm 
this is a genius idea and ive been saying that factions should work similarly to this for ages! love the mod
Aþi Apr 26, 2021 @ 6:46pm 
what a great idea!!