Stellaris

Stellaris

Government Variety Pack
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Update: Apr 10, 2023 @ 3:55pm

v5.5 (4/10/23) - Return of Better Names (and other updates)
-The "Better Names" feature returns thanks to the heroic efforts of Renan.
--This includes some (probably quite cack-handed) attempts at real localization for syntax functions from me. (Not Renan! Don't blame Renan if they're bad...)
-Other, unrelated changes:
--Royal Absolutism is incompatible with Feudal Society (because history).
--Automated World-Commune can be Oligarchic or Democratic.
--Local News Offices no longer engage in "Boradcasting" (and other typos finally fixed).
--Citizen Crusade requires either Exalted Priesthood or Elected Clergy (meaning it can be Democratic).
--Republican Directory requires either Enlightened Liberalism or Republicanism.
--Constitutional Plutocracy, Stakeholder Polity, and Proprietary Franchise now have actual female ruler titles for all you girlbosses out there.
--For some reason, changed the name of an Easter Egg government you can't get without modding in more than 3 ethic points. (Imperial Church of Slaughter is now Apocalyptic Theocracy.)
--Some backend tweaks only I care about.
-In an effort to make "subject-focused" civics more useful if you happen to not have subjects, the following civics get +15% diplomatic weight from the indicated source:
--Universal Sovereignty: Military
--Imperial Economy: Economy
--Exploitation Algorithms: Technology
--Benign Overmind: Pops
--Domineering Expectations: Empire Size

Update: Apr 3, 2023 @ 7:39am

v5.4.2 (4/3/23) - Small fixes
-Safe system check needs to make sure owner exists before asking about it.
-Removed some unneeded warnings.

Update: Mar 27, 2023 @ 2:48pm

v5.4.1 (3/27/23) - Backend Cleanup and Inter-Compatibility
-Learned that a base game change apparently made to enable megacorps to be Galactic Emperor means OR logic between different categories of civic requirements is possible, resulting in the following:
--Deprecated duplicate variant of Chivalry for Aristocratic Elite (now able to make a civic require Imperial authority or Aristocratic Elite, removing duplicates).
--Deprecated duplicate variant of Republicanism for Egalitarian Oligarchies (now able to make a civic require Democratic authority or Egalitarian ethics, and the only non-Democratic Egalitarians are Oligarchies, removing duplicates).
--The deprecated civics still exist, but can't be selected. An event should remove and replace them for any empires that have them.
-Added scripted triggers to check for each authority type, which enables other mods or patches to overload them with mod-added authorities.
-Government application logic now uses these scripted triggers rather than checking directly for authorities.
-Added scripted trigger (lrsk_gvp_is_active) to detect whether this mod is active/loaded (for other modders to check, basically...)

Update: Mar 14, 2023 @ 1:04pm

v5.4 (03/14/23) - Canis Minor (3.7) Update
-Fixed what was needed for compatibility with Stellaris 3.7 (Canis Minor).
-Updated compat version number.
-Supremacist Demagoguery now gives +10% damage to rivals instead of +30% army morale damage.
-Boundless Spite gives +1 max rivalries (reduced from +2) and +10% damage to rivals.
-Improved tooltips for Combat Data special events.
-Descriptions and documentation corrected (forgot to restore docs when features restored).
-Corp branch buildings have categories.
-Removed spiritualist fed name fix (Paradox fixed).

Update: Feb 28, 2023 @ 8:24am

v5.3.8 (02/28/23) - More bad (less boring) names
-Moved over more of the default name formats for added governments.
-Should be able to deal with "special" governments (e.g. purifiers) appropriately.
-Restoring "better names" from this mod is still a far off dream...

Update: Jan 3, 2023 @ 5:40am

v5.3.7 (01/03/23) - Siege Mentality and Colonial Fief Fixes
-Siege Mentality now grants +10% home territory fire rate and +25% defense army morale instead of its previous defense platform build speed and damage bonuses.
--Slight localization tweak.
-Colonial Fief fixes:
--Random vassals should no longer start on Holy Worlds or in systems adjacent to Fallen Empires.
--Also they should have names...
-Some small backend changes.
-Fixed localization of Functionary job to show correct job effects.

Update: Dec 13, 2022 @ 4:35am

v5.3.6 (12/13/22) - Little Things 2: The Ensmallening
-Removed redundant boxed-in escape route checks
-Colonial Fief spawned vassals were not copying techs from overlord.
-Small localization update.

Update: Dec 12, 2022 @ 5:14am

v5.3.5 (12/12/22) - Little Things
-Forgot to add new origins to scripted triggers
-Wrong effects for NPC Convened by Providence

Update: Dec 10, 2022 @ 7:01am

v5.3.4 (12/10/22) - Orion Post-Release Update 2
-Restored all federation start origins: the choice given by the new Common Ground does not guarantee any suitable fed partners the way my origins do, so that's positive value added. Plus, removing them broke custom empires for users.
-Added "Convened by Providence" origin to start player in a suitable Holy Covenant.
-Cleaned up new federation start code.
-Incidentally, fixed (most of the time) a base game error that prevents Holy Covenants from getting random names.

Update: Dec 3, 2022 @ 9:07am

v5.3.3 (12/3/22) - Fix for (sigh) Imperial Economy
-The special service agreement terms should handle all effects, but the old modifier-based system was never removed. It has now been.
-Added localization description of effects of agreement terms (for some reason, term tooltips don't show any effects besides loyalty-per-month changes).
-Commercial agreements were way too powerful: market fee reduction per subject with commercial service is now -2%, down from -5% (did not realize it would just straight subtract that much from the fee!).
--This change has also been applied to Colonial Chartering special subjects, with a max reduction limit of -20%.