Stellaris

Stellaris

Government Variety Pack
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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.

Update: Sep 30, 2023 @ 5:53am

v5.7.1 (09/30/23) - Branch Office Building Concepts (& more!)
-Adding concepts for branch office buildings granted by corp civics.
-Altered casino luck random events so that when one happens, it's positive 80% of the time and negative 20% of the time (changed from 50%/50%).
-Tweaked some fixed opinion modifiers.

Update: Sep 12, 2023 @ 4:34am

v5.7 (09/12/23) - Caelum (3.9) Update
-Fixed what was needed for compatibility with Stellaris 3.9 (Caelum)
-Updated compat version number.
-"Employee-Owned Co-op" civic renamed and reflavored due to introduction of the "Worker Cooperative" civic in base game.
--Renamed to "Labor Peace," flavor is more about labor/management compromise.
--"Organizing Hub" branch office building changed to "Labor-Management Retreat"
--"Employee Wellness Coordinator" councilor's flavor text modified somewhat to match new civic flavor.
--"Cooperative Enterprise" government now only available without Megacorp DLC.
--Shuffled around opinion modifiers to match.
-Supremacist Demagoguery now gives +1 max rivalries, +15% damage to rivals, +5% diplo weight from rivals, and +25% power projection.
-Because admin cap is back (in pog form), Planetmind Overseers now give +2 naval cap and reduce empire size by 2.
-Changed name of Universal Sovereignty councilor to "Client Obligations Guarantor"
-Backend: Replaced calls to base game "federation_origin_planet_setup" scripted effect with mod-added "lrsk_federation_origin_planet_setup" scripted effect that works the same way as the pre-3.9 scripted effect. (Base game version now works very differently, will take more effort to understand/adapt its new effects; the old way will work for now.)
-Various other backend things.

Update: May 23, 2023 @ 12:30pm

5.6.3 (05/23/23) - Republicanism Redux
-OR between authority and ethic does not work, so Republicanism is just going to be available to non-Authoritarian Oligarchies and (redundantly) Democracies.

Update: May 15, 2023 @ 6:27am

5.6.2 (05/15/23) Touching Up RRA
-Tweaked the odds in Run Recursive Analysis so the "worst" option is naturally the least likely (and all the base odds add up to 100...).
-Results of RRA now heavily factor in planet designations, and resource-related designations make bad outcomes much less likely.
-Player-facing descriptions make results and requirements more clear.
-The decision is overall more powerful in its ultimate results and less prone to bad outcomes, but costs more.
-Changed name and flavor of signature job.

Update: May 13, 2023 @ 10:23am

5.6.1 (05/13/23) Post-Update Hotfixes
-Public Info Officer modifiers were all screwed up, now fixed.
-Vertical Integration's councilor shouldn't give the same benefit as the civic.
-Several other councilors had modifiers with the wrong sign, and so ended up being detrimental.
-Added "concepts" (sub-tooltips) to make tooltips less busy.
-Improved some old civic descriptions, and even some new councilor descriptions.