Stellaris

Stellaris

Advanced Policies
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Update: Dec 11, 2021 @ 7:02am

V1.0.9
Bugfix:
  • Made proper policy flags for the weapons law policy category, something which apperently wasn't a thing before. (I blame drunk scripting, CURSE YOU AFFORDABLE ALCOHOLS!)
  • Fixed a bug where the new deposit and the mobile construction modifier from other empires spawned on the players capital rather then the intented empire.
Changes:
  • Made some minor tweaks to a most policies with the aim of making the middle ground more appealing.
  • Loosend restrictions for spiritualist empires with certian religious civics in the Religion policy category. (Gospel of the masses & Exaltd Priesthood)
  • Loosend restrictions for non-egalaterian empires with the education privledge thus allowing them access to the elites only education category.
  • Changed the precise effects on armies in the weapons law policy category. As a means of freeing up arms as a defensive responds to invasion.
  • Updated some older custom triggers and there uses as i felt they were slightly arbitraty in function at times.
  • Allowed Pacifists to access the latest of the weapons law policy category.
  • Made an overhaul for the civic 'Ancient Remnants' to give a better feeling about how there tech seeking functions, Now the research boost is completly based on control of there homeworld due to a planetary deposit.
  • Compressed the file that had all civic related policy categories into one file because i like my stuff being in one place.
  • Made it easier for players to see what techs unlocks certain edicts by making it an allow check rather then a requirement before showing up.
Added:
  • Gave the AI the option and knowledge to access policies the same way the player can. This was disabled before this update due to lack of proper AI implementation.
  • Made 2 new AI personalities for AI empires with the 'Ancient Remnants' civic, Those being 'Ancient Reclaimers' & 'Ancient Rebuilders'. One being an horrible neighboar the other suprisingly nice.
  • Made 3 new Governemt forms solily for empires with the 'Ancient Remnants' civic.
  • Made 1 new job that is a special researcher based on the planet with the deposit for the civic "Ancient Remnants".
  • Made a new edict (Dirty Bomb) Granting +100% orbital bombardment damage & -25 Trust Cap for the duration of the edict. (Unlocked by researching the society tech Interstellar Fleet Traditions)
  • Added the Educator job with 3 variants based on what kind of education privledge you choose.
Notes:
As it stands i did all the new AI integration with little in the sense of experience. With that i wish to share some words of caution. The AI might just do some dumb things here and there as a result.
This is something i will patch as i discover these issues but due to the scale i cannot do it in one go sadly.

Update: Nov 26, 2021 @ 10:33am

V1.0.8
Bugfix:
  • Fixed a typo regarding a custom civic
Changes:
  • Compressed some policy files from my end thus shriking mod size slightly.
  • Restricted the mobile construction vehicle civic to not be allowed with the ocean paradise origin.
  • allowed the mobile construction vehicle civic to be picked with the clone army origin.
Added:
  • Made a policy category for empires with the 'Inwards Perfection' Civic.
  • Made a policy category for empires with the 'Fanatic Purifiers' Civic.
  • Made a policy category for empires with the 'Pompous Purists' Civic.
  • Made a policy category for empires with the 'Barbaric Despoiler' Civic.
  • Made a policy category for empires with the 'Shared Burden' Civic.
  • Made a policy category for empires with the 'Diplomatic Corps' Civic.
  • Made a policy category for empires with the 'Memorialists' Civic.
  • Made a policy category for empires with the 'Reanimators' Civic.
  • Made a policy category for empires with the 'Angler' Civic.
  • Made a policy category for Megacorps with the 'Indentured Assets' Civic. (Copy of Slaver Guilds)
  • Made a policy category for Megacorps with the 'Catalytic Processing' Civic. (Copy of the one for regular empires)
  • Made a policy category for empires & Megacorps with the 'Advanced Administration' Civic.
  • Made a policy category for empires with the 'Indutrial War Compex' Civic.
  • Made a new civic called 'Ancient Remnants'.
  • Made a policy category for empires with the 'Ancient Remnants' Civic.

Update: Nov 22, 2021 @ 10:02am

V1.0.7
Fixes:
  • Fixed an error regarding diplomacy agenda for leaders.
  • Fixed an error regaring the game not seeing the leader types correct for certain ruler agenda's.
  • Fixed the bad description from the policy group for Imperial Cult.
  • Fixed a bug where i forgot to tell the game an event was supposed to be silent, causing an error message in the logs.
Changes:
  • Updated the mod for the whole of 3.2

Update: Nov 13, 2021 @ 2:41pm

V1.0.6
Changes:
  • Made a chance to the Unemployment policy category to give pops slightly more political power.
  • Removed the happiness buff from the lower end of the 'Military Stance' policy group for game balance.
  • Added a modifier for decreased tradition cost to the lower end of the 'Military Stance' policy group for game balance.
  • Changed the modifier related to Unity from 'Military Stance' policy group to country wide rather then job based.
  • Buffed the higher end of the 'Military Stance' policy group to grant an increase in military ship build speed.
  • Buffed Conscription policy 'Conflict Conscription/Draft' option.
Added:
  • Made a policy category for empires with the 'Corvee System' Civic.
  • Made a policy category for empires with the 'Distinguished Admiralty' Civic.
  • Made a policy category for empires with the 'Exalated Priesthood' Civic.
  • Made a policy category for empires with the 'Free Haven' Civic.
  • Made a policy category for empires with the 'Imperial Cult' Civic.
  • Made a policy category for empires with the 'Meritocracy' Civic.
  • Made a policy category for empires with the 'Nationalistsic Zeal' Civic.
  • Made a policy category for empires with the 'Parliamentary System' Civic.
  • Made a policy category for empires with the 'Agrarian Idyll' Civic.
  • Made a policy category for empires with the 'Philosopher King' Civic.
  • Made a policy category for empires with the 'Shadow Council' Civic.
  • Made a policy category for empires with the 'Slaver Guild' Civic.
  • Made a policy category for empires with the 'Technocracy' Civic.
  • Made a policy category for empires with the 'Warrior Culture' Civic.
  • Made a policy category for empires with the 'Catalytic Processing' Civic.
  • Made a policy category for empires with the 'Idyllic Bloom' Civic.
  • Made a policy category for empires with the 'Masterfull Crafters' Civic.
  • Made a policy category for empires with the 'Merchant Guilds' Civic.

Update: Oct 21, 2021 @ 11:58am

V1.0.5
Changes:
  • Took some time to clean up that mess that is the education policies.
  • In related news i also cleaned the local file regarding the education policies thus slightly shrinking its size.
  • Made sure all edicts and campaigns will only be activatable once you have sufficient resources.
  • Fixed a bug regarding a potential loop in the Planetary Quota event chain for Militarist at war.
  • Made a mineral price for the 'Grand Banquette' campaign for empires started as lithoids.(Cause rocks can dine too!)

Added:
  • Added a new Edict called 'Generous Nobility' for empire with either the imperial government form or the Civic Aristocratic Elite.
  • Added a new Edict called 'Greener Pastures' for non-gestalt empires who researched the 'Planetary Unification' Society tech.
  • Added a new Edict called 'Propaganda Campaign' for non-gestalt empires who researched the 'Planetary Unification' Society tech.
  • Added a new policy for empires with the civic 'Aristocratic Elite'.
  • Added a new policy for empires with the civic 'Beacon of Liberty'.
  • Added a new policy for empires with the civic 'Corporate Dominion'.
  • Added a new policy for any regular empire labeled 'Weapons Law'.
  • Added a new planetary Decision for empire with the Militarist Ethic (Trail by Fire)
  • Added a new planetary Decision for empires with the Pacifist Ethic (Generation of Peace)
  • Added a new planetary Decision for empires with the Egalitarian Ethic (Grand Sports Games)
  • Added a new planetary Decision for empires with the Authoritarian Ethic (Benovolant Gesture)
  • Added a new planetary Decision for empires with the Spiritualist Ethic (Rite of the Heavens)
  • Added a new planetary Decision for empires with the Materialist Ethic (Competition of the Minds)

Notes:
My plans for 1.0.6 is trying to complete all the normal empire civic policies i can.
With the next thing being either in 1.0.6 or 1.0.7 to get more of the Planetary Quota event chain fleshed out for Egalitarians.

Update: Oct 2, 2021 @ 4:43am

V1.0.4
Changes:
  • Fixed a bunch of scope problems because of the 3.1 update.(realized this a little to late for last update)
  • Fixed a bug related to the modifier Infrastructure Investment that made building accidentally build slower rather then faster.
Added:
  • Policy Category for the civic Mining Guilds (Might need a nerf at later date).
  • Policy Category for the civic Idealist Foundation.
  • Policy Category for the civic Cutthroat Politics.
  • Policy Category for the civic Environmentalists.
  • Policy Category for the civic Efficient Bureaucracy.

Plans for V1.0.5
So i plan to add a segment for my plans for the next update. The next part will most likely hold a few civic policies allong with more fleshed out part of the Planetary Quota event chain.

Update: Sep 25, 2021 @ 6:47am

V1.0.3
Changes:
  • Renamed Harsh Quota to Planetary Quota.
  • overhauled the language documations for the mod. (Increased ease of reading and adding new locals)
  • Split the policy file into multable files as a means of maintaining oversight.
  • Disabled all custom policies and planetary descisions for the AI until i get around to adding AI weight modifiers to it.
  • Fixed to bloody many bugs related to the Planterary Quota event chain. (I really am a professonial spagetti maker)
  • Fixed a bug where the egalaterian agenda could appear for autocratic empires.


Added:
  • Made a global flag for the mod so other can in theory check and integrate support for the mod. (Global_flag = AP_installed)
  • Made 2 new policies for gestalts being mirrors of each other, one for organic hive minds the other for machine empires.
  • Made a bunch of modifiers related to the Planetary Quota and its corresponding results.
  • Made a decision to abolish the plans or enacted Planetary Quota as a means of halting it in its tracks.
  • Fleshed out the event chain for the planetary descision 'Planetary Quota'.
  • Made a lot of the options in the event chain for the Planetary Quota check for civics. Basing a sizable number of the results on what civics you may have.
  • Added a new agenda for rulers with the megacorp authority. (Branch office focus)
  • Added a new agenda for empires aimed at an overal bandage of consoledating your populace political opnions (Hearts and minds)
  • Scribbled a bunch of notes accros most of the new scripts i have made as a means of remebering and allow others to read what i did.
  • Made a proper icon/version of the civic Advanced Administration for Corporate empires.
  • Made a proper icon/version of the civic Grand Architecture for Corporate empires.
  • Made a new icon for the abolish planetary quota decision.
  • Added a new civic (Mobile Construction Vehicle) which grants access to a unique decision which can be deployed and moved to any owned planet to aid immensly for the planets consturction.

Update: Sep 14, 2021 @ 9:49am

Updated for all of 3.1

Update: Sep 11, 2021 @ 1:17am

V1.0.2
Added: New policy for empires with civic Feudal Realm
Added: New policy for empires with civic Police State
Added: New policy for empires with civic Byzantine Bureaucracy
Added: New policy for empires with civic Citizen Serivce

Update: Aug 27, 2021 @ 9:20am

Hotfix: Got sick of the education thing still remebering the last enacted policy without me wanting to.
Hotfix: Got a new method to try this out it is based on seeing all funding policies but this currnet method seems to actually work.
Hotfix: Fixed a few typos related to absolute long ass list with the education funding tabs.