Stellaris

Stellaris

Government Variety Pack
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Update: Jun 19, 2024 @ 5:05am

v6.0.5 (6/19/24) - wow
-supported_version now requires a 'v' incredibly important update

Update: May 29, 2024 @ 3:55am

v6.0.4 (5/29/24) - Gestalt Civic Node Exp & Diplomatic Protocols Rework
-Gestalt civics are supposed to give exp gains to their nodes. The ones from this mod now do so.
-Diplomatic Protocols reworked into "Xeno Communication Expert System" (+10% first contact speed, +1 first contact clue, +1 first contact target difficulty, +10% trust growth, +10% trade attractiveness).

Update: May 13, 2024 @ 9:22am

v6.0.3 (5/13/24) - Misc tweaks and fixes
-Just in case, made Shroud-Touched origin unable to be added after game start. (Modifies planet deposits, should always have been the case.)
-Moved setup event for Shapers/Artificers/Essentialists to the empire_init_add_technologies on_action trigger (in case it randomly spawns in game)
-Changed "Civic Leader" job name to "Civil Society Leader" and tweaked its description.

Update: May 11, 2024 @ 2:59pm

v6.0.2 (5/11/24) - Building Effect Reqs
-Several building types had no way of handling being owned by an empire without the originating civic. Now they do.
--Hall of Honor/Valor: Jobs only provided if owner has Chivalry.
--Synaptic buildings: Without Planetmind Creativity, only boosts soc research.

Update: May 10, 2024 @ 11:36am

v6.0.1 (5/10/24) - Individualist Machines Hotfixes
-Shroud-Touched should not be available to individualist machines.
-Shapers should not be available to individualist machines.
-Ascetic Virtues should not be available to individualist machines.
-Utilitarian Planning now reduces pop housing and amenities usage (rather than food, for compatibility with individual machines)

Update: May 7, 2024 @ 12:04pm

v6.0 (5/7/24) - Andromeda (3.12) Update
-Fixed what was needed for compatibility with Stellaris 3.12 (Andromeda)
-Diplomatic Protocols deprecated (exists in base game now, same name and basic concept.)
-Added inline scripts to jobs for new automodding priorities.
-Updated compat version number.

Update: Feb 27, 2024 @ 3:38am

v5.9 (2/27/24) - Eridanus (3.11) Update
-Fixed what was needed for compatibility with Stellaris 3.11 (Eridanus)
-Dealt with removed techs:
--Changed tech requirements for Artificers, Essentialists, and Shapers councilors.
--Reworked Uplift tutor empire creation to use base game advanced empire event to set techs (which I was also doing anyway...)
-Updated compat version number.

Update: Feb 25, 2024 @ 12:02pm

v5.8.1 (02/25/24) - Post Pyxis (or Pre-Eridanus?) Tweaks
-Republicanism effects changed to -20% Officials cost, +1 Officials cap, and 1 Civic Leader job per 25 pops. Civic Leaders are a specialist-level admin job. (Change made because adding ruler jobs per pop creates annoying unemployment issues as planet population fluctuates.)
-New governments for different ethics "flavors" of oligarchy/democracy with Republicanism.
-Renamed "Imperial Economy" civic to "Extractive Economy" (due to confusion related to Imperial authority name); this civic also no longer has strict authority limits but is unavailable to any Egalitarians.
-Renamed "Imperial Socialism" government to "Colonial Socialism" (due to confusion related to Imperial authority name) and reworded its description to match; this government also no longer has authority requirements. (Un-egalitarian social democracies can be colonialists too!)
-Removed most trait-based job logic (i.e., effects on output and chance of taking a job) and replaced them with the scripted calcs which the base game now uses.
-Overhauled Otherworld Guide job to be more dependent on psionic traits (and added concept text for this).
-Investigator and Suppressor are now more reliant on certain traits:
--Psionic traits make the Investigator more effective (as a "legitimate" detective).
--Strength-based traits make the Suppressor more effective (as a goon sent to intimidate people).
-Fixed error where gestalt job was adding "regular" amenities (instead of the no-happiness version).
-Fixed various other bugs/errors.

Update: Nov 17, 2023 @ 6:03am

v5.8 (11/17/23) - Pyxis (3.10) Update
-Fixed what was needed for compatibility with Stellaris 3.10 (Pyxis)
--Rework of Esper trait to match new multi-leader trait format (based on Psychic trait).
--Changed exp_gain modifiers to match new leader types (typically also added leader levels where appropriate).
--Changed leader_age to new leader_lifespan_add modifier.
--Generally substituted "official" for "governor" and "commander" for "admiral" and/or "general" as needed.
-Added missing localisation for "mod_councilor_ruler_imperial_exp_gain"
-Added new civic "War Profiteers" which is what now allows for the Military Excellence Academy branch office building (the Naval Contractors and Private Military Companies civics no longer provide this).
-Warrior Caste gets +1 Commander cap.
-Royal Caste gets +1 Official cap.
-Updated compat version number.

Update: Oct 24, 2023 @ 3:58pm

v5.7.2 (10/24/23) - Leader Levels -> Exp Gain
-MrFunEGUY helpfully pointed out that xxx_skill_levels modifiers are deprecated. They will be changed to xxx_exp_gain modifiers instead.
--Chivalry now gives +10% exp for admirals and generals.
--Lifelong Learning now gives +10% exp gain for scientists and governors.
--Warrior Caste now gives +10% exp for admirals and generals.
--Royal Caste now gives +20% exp gain for governors.
--Combat Data now gives +10% exp for admirals and generals.
--The "Deep Code: Profiling" trait from Uplift now gives -10% leader upkeep instead of +2 leader levels.