Stellaris

Stellaris

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Dynamic Political Events
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22.446 MB
10. dec. 2017 kl. 7:29
18. maj kl. 16:37
219 ændringsbemærkninger ( vis )

Abonner for at downloade
Dynamic Political Events

Beskrivelse
Описание мода на русском языке (Russian Description)
Descrição do Mod em Português (Portuguese Description)
Chinese Version

Stellaris empires lack life. It often does not feel like one is leading a stellar empire with real citizens whose opinions matter. Imagine if we (us Humans) suddenly weren’t the only species on our planet – how we get on with the others would soon be one of the big topics. Or if machines produced half our output suddenly, one could imagine it might be difficult to adjust. These societal factors are currently not represented well in Stellaris - there are the factions, but they don't have events surrounding them. This mod seeks to change this by adding a large and growing number of event chains that will bring the politics of your empire to life. Some are positive, many are negative, others are more ambiguous. They will make you make decisions, not all of which will be obvious

Storylines include:
• Various events to do with integrating alien species, including tensions between species and your attitude towards interspecies marriages.
• Events focusing on pops’ and factions’ specific demands (e.g. emancipation movements).
• Colonisation Stories – your new colonists on a planet might choose their own leader or how they wish to organise themselves.
• Establish a ruler cult to your emperor.
• Various scandals and Conspiracies.
• Events affecting interstate relations.
• And more (more than 55,000 words of text in total). See the full list of events (spoilers alert) for details.

An aim of this mod is to make your empire’s ethics more important to the game. So, naturally, some events are more likely to happen if you have a certain ethic (or can only come then). Your choices are also determined by them – for instance, many events have a “Kill. Them. All.” option that is only available to certain empires like fanatic purifiers and fanatic authoritarians. I didn’t want to be too restrictive, though – most of the time, any ethic but egalitarian can choose to oppress pops that protest about stuff. As part of the mod, ethic pulls have been rebalanced a bit. The gist is that now if your empire does well, it is better at keeping control of ethics, but if it doesn’t or its pops are displeased, it does worse (more so than in Vanilla). Also, if groups of pops of the same ethic are present on a planet, it will be harder to get rid of them, so opposition will clump – something which is important for factional revolts (and realistic).

Bugs: Please report anything that seems weird or is a bug.

Compatibility:
-This mod will not conflict or even overlap with any of the other event mods that we know of, including the More Events Mod
-Many of our events elicit reactions from factions. Obviously, this won’t happen for non-Vanilla factions.
-We have no idea what will happen if you run this with STNH.

Languages:
- English
- Russian - knon_20, CBeTou, Dalarin
- Portuguese (95%) - Berenoi
- French (40%) - Aven, Mikado
- German (25%) - Caligula Caesar, Morindil, SpaceDundee, Ryan/Cooper
- Chinese - shishic
- Japanese (95%) - Mikaduki

All not-yet translated stuff will display in English so as not to break localisations. If anyone wants to help with translations, let us know!

FAQ:
-I have had no events yet. Assuming you are not playing as a gestalt, bear in mind that the events in this mod are randomly triggered depending on various conditions. It is possible to have many occur or none.
-Savegame compatibility? Yes, so far as we know.
-Are there events for Gestalt Consciousnesses in this mod? Almost none, they simply have no politics.
-Achievement Compatibility? No (few mods are).
-Does this AI get these events? Yes.

The Future: We consider this mod to be complete as it is. Current commitments mean that we are unlikely to add to it, but I will continue to fix bugs as they arise and maintain compatibility with Vanilla updates when needed. If you have a question, the sure-fire way is to ping MrFunEGUY or I somewhere on the Stellaris Modding Den:
[discord.gg]
Populære diskussioner Vis alle (13)
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1.896 kommentarer
MrFunEGUY  [ophavsmand] 29. juni kl. 9:24 
@哔哔小子 - You need to explain what is causing stuttering or when it happens.
哔哔小子 28. juni kl. 20:48 
Awesome mod, but the code needs to be optimized in the current version to prevent game stuttering.
Cheddbuzz 25. juni kl. 6:05 
hello i was just wondering if this mod adds a event about a xeno rights leader that give a permanent empire modifier for egalitarian and xenophile attractions? and if so if there is any way to get rid of the modifier
ColonelSawyer 24. juni kl. 6:59 
@Pablo_gonzalez, activate debug tooltips, check the ID which appears when hovering over the empty confirmation box, if it is 21140 or 21135, you have to reinstall machine age and synthetic dawn.
Crowley 23. juni kl. 12:59 
@pablogonzalez for me it was the muti origins mod
MrFunEGUY  [ophavsmand] 22. juni kl. 16:35 
Don't think this mod is your problem
pablo gonzalez 22. juni kl. 6:01 
Does this mod add traits to leaders, since I am trying to find mods that do that which haven't been updated to at least june 4th, since I keep getting weird broke pop-ups and was told that is the issue causing it.
MrFunEGUY  [ophavsmand] 11. juni kl. 22:57 
@A-Sartek - I will add that.
Coggernaut 10. juni kl. 16:53 
I love this mod, thank you for developing it :steamhappy:
A-Sartek 10. juni kl. 12:02 
Hello! Is it possible to add another scripted variable to detect if this mod is active? Currently, it is possible to use any other positive value but a dedicated value like @dpe_mod_is active = 1 is more convenient. Please, I'm currently updating my compatch mod and it would be excellent to have something like that for better script readability.

:selphinehappy: