Stellaris

Stellaris

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2.075 MB
Aug 13, 2021 @ 6:02am
Jul 30 @ 6:25am
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Description
Advanced Policies
What is this mod? Why is it here? Where have my pants gone? Well all execpt those pants are simple. This mod is aimed at making the internal workings on an empire more unique. The shortest way to put it. I felt like it deserved more. So i took some time and am working on making more for it.

My plans with this are rather simple, i want to make more events and give depth where there is little beyond just a single bonus.
My main issue with this is that i need to do a lot of events which takes time. A lot of time.

Currenct Content/Goal
As of V1.1.0, I have reached my first goal of adding a policy category to every civic. This is the first phase of what i had planned.
My next goal is to rework some stuff i already made as i have learned new and better approaches to it and add more depth where possible.
Beyond that i guess il be going and making more events. Maybe even a new mod that does anomolies.
Lastly if you have feedback, of any kind, please let me know. Be it through a message or like/dislike. It gives me an idea what is liked and what is not.

Beyond stuff like that i currently have the following content implentent:
  • 6 New unique agenda's for rulers.
  • 11 New policy categories for non-gestalt empires.
  • A Policy for every base game civic in game.
  • 2 New policy category for gestalt empires.
  • 8 New planetary decisions for non-gestalt empires(most locked behind ethics or policies).
  • 8 New Civics for normal empires.
  • 3 New Civics for Megacorps.
  • A few new alternative armies based on policies/civics and other conditions.
  • 9 Edicts/Campaigns to enchance empires.
  • 8 custom jobs based on policies and civics.
  • AI integration so they can use the same content you can.
  • 2 new Origin with unique mechanics (More sheduled!)
  • 2 new Tradition types to enhance your empires and play-styles with!
  • Opinion modifiers based on what policies or civics you have compared to the other empire.

Current version: v1.1.2

Compatibility
This mod overwrites only 1 file. That is of course in the economic_categories.
In other words if you have a problem with modifiers not working as intended i recommend the Universial modifiers Mod as a fix to this issue.
Lastly while that is the only overwrite, my mod does check for civics, origins, government forms/types, traits and ethics. If any of those are overwriten by other mods there is a chance that some components of this mod might cease to function as intended. But that does not mean it would not function. Any addition of content however should still allow this mod to function.

Example: If mod X overwrites democracies for example, anything that checks for that might give it a false rather then true. That would make it harder for my mod to detect the AI or player is a democracy. But any other forms or unchanged civics/origins events/policies or the liking might still have there triggers in place and will still function.

Special thanks
When i first started this mod i was new to modding for Stellaris so i must confess that i would not be here without the help of the Discord Stellaris modding den and a few people especially like OldEnt and Corsairmarks. If they ever read this i wish to thank them for all the help and pointing me in the right direction regarding usefull knowledge.

Popular Discussions View All (2)
11
3 hours ago
PINNED: Bug reports
Brick
0
Sep 18, 2021 @ 9:40am
PINNED: Suggestions
Brick
< >
20 Comments
Brick  [author] Aug 4 @ 10:46am 
@PCR_Anibal oh i already made a schematic of my plans, it will be a teired approach based on what teir of the policy you are in. Will be more work. But that should make it more decent for less extreme cases like you experienced.
PCR_Anibal Aug 4 @ 7:02am 
In any case, maybe there is a some mod interaction, but within 2 years of the policy I had:
Poor minerals -50% alloys +25% ship upkeep
Mineral shortage -50% minerals
Farmer protest -45% food -2500 food
Internal Bickering -25% unity -75% faction unity -10 stability
internall production sabotage -40% consumer goods

Which then caused a death spiral as then i got food and mineral shortage x)

All that for level two of hightened alert so:
-10% ship build time
+5% militarist ethos
Demotion time -10%
Metallurgist upkeep -10%
Brick  [author] Aug 4 @ 1:04am 
@PCR_Anibal, funny you mention that actually. i recently updated it last update to see what CB is being used in the war and on what side. If it is anything that can wipe it out completely be it claim, purification or collosus total war and the sort. Then you would not get those penalties. As we had people before just declare a war and sit in the back while no combat was happening to avoid any penalties.

While i do not know the specifics of the war in question, i agree that given the fact that your opponent is superior in war it should not have given you a penalty for it or if it did, it should not have been that harsh given the context. I dont have an easy fix, but i will make a note of it now that once i get around to the next update i will work on improving situations like that. As my design was focused on the extreme cases of war in stellaris.
PCR_Anibal Aug 3 @ 1:38pm 
Hello! Jus trying this mod and the National state policy/situation became a complete trap AND immersion breaking. I had the bad luck of spawning next to an advanced militaristic dictatorship (being a materialist pacifist xenophile). Naturally, they ended up declaring war very soon.

Great, my empire is facing a superior enemy, who wants to slave my very happy and very free population, this is the time for a national emergency situation right?

But almost as soon as I declare it my farmers started protesting and got food shortage and then energy crisis (50%!!! of my monthly credits) and then there was internal strife. The protest and internal strife, besides being much more crippling than it should be, shoudln't happen in a defensive war against a slaving empire, while the energy crisis curring your monthly credits in half is quite bonkers
Arievilo Jul 30 @ 7:50am 
hmmm..lemme try and see if is ok. Tnx!
Brick  [author] Jul 30 @ 7:45am 
@Arievillo, it should function as intended. This mod is designed to be an addon, as such it should function even when a lot of things are added or base game stuff overwriten. The only thing you might miss out on is policies for civics that other mods have added for example.
Arievilo Jul 30 @ 6:40am 
I would love to try your mod. But there are 2 mods i can't live without: PD and Startech AI and i think there will be compatibility issues?
Brick  [author] May 14 @ 6:42am 
Updated for 3.4!
Brick  [author] Mar 29 @ 7:10am 
@Henk It should not conflict with any of those mods.

Granted i am not sure if the new Agenda's i add can be selected in the 'Ruler choose agenda' mod. Lastly the 'Expanded Mandates' should not effect anything. As my entire mod is build upon the idea of not overwriting any base game content. Speaking of i should probably add a compatibility section to my mod page.
henk Mar 29 @ 6:41am 
Does this conflict with Ruler choose agenda, or expanded mandates?