Stellaris

Stellaris

Government Variety Pack
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Update: Nov 29, 2022 @ 4:11am

v5.3 (11/29/22) - Orion (3.6) Update
-Made custom pre-sapient (Uplift) traits 0-cost to match "Presapient traits now have no trait point or trait pick cost" in Orion.
-Deprecated the specialist federation origins - redundant with the changes to Common Ground, which gives a choice of type.

Update: Nov 13, 2022 @ 5:02am

v5.2.1 (11/13/22) - Lithoid Upkeep Fix
-Planetmind Overseers should not have food upkeep for lithoids.

Update: Sep 22, 2022 @ 7:39am

Somehow was missing a backend event to handle a special case.

Update: Sep 21, 2022 @ 6:53am

Very small mistake needed to be fixed. Not even worth an update number.

Update: Sep 21, 2022 @ 6:47am

v5.2 (09/21/22) - Fornax Update
-Fixed what was needed for compatibility with Stellaris 3.5 (Fornax)
-Knight job renamed to "Cavalier" (avoids redundancy with new knightly origin in Toxoids)
-Did some improvements to Tradeways origins:
--Megacorp players should never have Megacorp fed partners.
--Merchant Guild players should have one Megacorp fed parter (small chance of 0 or 2).
-Imperial Economy returns (somewhat less dramatically):
--All benefits are based on a new subject agreement term unlocked by this civic, "Special Services," which provides the overlord four different benefits (with a penalty to the subject and loyalty hit).
--Special subject presets mostly set one of these Special Service options.
--Having at least one subject in a given service category provides a unique bonus.
-Planetmind Creativity rebalanced:
--Instead of -5% empire size from pops, civic grants -20% empire size from colonies and systems.
--Civic incompatible with Subsumed Will and Divided Attention (this is both a gameplay and thematic limitation).
--Upgrade costs of Synaptic buildings now scale more steeply (lower levels easier to get, higher level buildings harder to get).
--Planetmind Overseer job now gives naval cap instead of empire size reductions (there's just no way to balance scaling percentages, RIP admin cap) and reduces housing usage on planet by 10%, while having a unity upkeep instead of an energy upkeep. Influence production reduced to +0.1, crime added reduced to 5.
--This is a work in progress and feedback welcome. Not using empire size mods on the job frees up more room to tinker because they can scale properly now.

Update: Sep 8, 2022 @ 6:07pm

v5.1.4 (09/08/22) - Minor Fixes
-CWTools flagged errors: deprecated/changed diplo blocks, incorrect preset keys, missing locs.
-Reactionary Socialism lacked an heir title.

Update: Jul 7, 2022 @ 12:43pm

v5.1.3 (07/07/22) - Imperial Economy Deprecated
-Due to a bizarre base game bug involving agreement terms, the core features of the Imperial Economy civic prevent subject taxes from being collected. It has been removed until this is fixed.

Update: Jun 20, 2022 @ 1:58pm

v5.1.2 (06/20/22) - Return of Fixed/Updated/Adapted/Imrpoved Imperial Economy & Chartered Colonies
-See v5.1 changelog entry for overall list of changes.
-Only difference is the lack of "fine tuning" for Imperial Economy. This requires the ability to limit who can see resource sliders with conditions in a potential = {} block, but for some reason if I add such a slider, it prevents anyone from changing agreement terms. For now the special subject resource taxes come from hidden resource sliders.
-Known issue (minor): When leaving the Chartered Company preset, the empire is supposed to have its government restored from before it was changed into that type of vassal (which comes with a change in government). This does not seem to be working? Not the end of the world, kind of an edge case, but hopefully will be fixed in the future.

Update: Jun 12, 2022 @ 12:42pm

Unverified reports of normal vassal offers being broken, reverting until I figure this out.

Update: Jun 12, 2022 @ 7:52am

v5.1.1 (06/12/22) - Adding Special Subject icons
-Icons for added subject types.