Stellaris

Stellaris

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Civil Wars
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87.086 MB
2021 年 3 月 24 日 下午 5:00
7 月 21 日 上午 9:56
595 項更新註記 (檢視)

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Civil Wars

在 MrFunEGUY 的 5 個收藏中
[Out of Date] - 3.2 - MrFunEGUY's Stellaris v1.92
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[Out of Date] - 3.6 - MrFunEGUY's Stellaris v1.44
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[Out of Date] - 3.7 - MrFunEGUY's Stellaris v1.25
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[Out of Date] - 3.14 - MrFunEGUY's Stellaris v1.3
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描述
Civil Wars:

So you thought you could just build a galaxy-spanning empire and never have to worry about internal strife? Wrong.

This mod makes it so that certain political operators and unstable planets will try to rebel against your authority. You can choose to let them go, or engage in a Civil War.




About:

This mod introduces a number of different mechanics and overhauls some vanilla ones in order to make Civil Wars possible and engaging.

- See this thread for a full list of features.





Notes:

- Situations do not progress past 80 progress, and that is normal. At that point, you should be aware that a rebellion could occur at any moment.

- Your empire capital and full core sector will never rebel under any circumstances. Planets (not the capital) in the core sector can still be taken by rebellions and wars, however.

- Subjects can have all of the wars added by this mod. If this happens to a subject who is not allowed to independnely wage war, you will be given the choice of taking over the war for your subject, letting your subject wage the war on their own, or letting the rebels become independent of both you and your subject. If you are a subject of this kind, you will be informed that your overlord will make the decision.

--

Base Chance of Occurring

Load Order and Compatibility





The Future:

- Possibly: Treasonous leaders who lose the civil war or are banished may try to start a new country, or take over and lead a primitive civilization to space.

- Events that lead up to Civil Wars. Leader ultimatums to stop an imminent Civil War (ie, stuff like "Make me your heir and I won't rebel.")

- Espionage mission to retrieve treasonous leaders who fled to other nations.

- I want to add more as may varied ways for planets and sectors to rebel as I can.

- I'm open to suggestions and feedback.





Compatibility:

Native:
- Divided Loyalties

- If using my Vassals Expanded and Reworked - FunEFork mod, place this mod before it in the load order.





Credits:

- Huge amount of credit to mr_trousers, creator of the Interstellar Incorporated mod. He helped me a ton on the Stellaris Modding Den Discord.

- Russian Localisation by Mahpell. Thank you!

- Chinese Localisation by Del. Thank you!

- German Localisation by Heinrich Honkler. Thank you!

- Thumbnail Image: Urban Combat[www.artstation.com] by Richard Yang





Some Other Mods I've Made/Updated:

- More Authorities

- Viable Feudalism and Imperialism - Empire Federation

- Useful Heirs

- Species Name to Nation Demonym

- End Truce & Close Borders

- We Require Borders

- No More Exclaves

- Ethics and Civics Alternative - FunEFork

- Galactic Bank - FunEFork

- Intervene: Help Friendly Nations - FunEFork

- Vassals Expanded and Reworked - FunEFork





[www.patreon.com]

[paypal.me]

[ko-fi.com]




Support:

For the best support, find me at #mrfuneguys-mods on the Stellaris Modding Den Discord:

[discord.gg]
熱門討論 檢視全部(5)
213
7 月 22 日 下午 8:48
置頂: Bug Reports & Known Issues
MrFunEGUY
116
5 月 24 日 上午 9:10
Suggestions
MrFunEGUY
49
7 月 21 日 上午 9:51
Compatability
MrFunEGUY
1,404 則留言
The Engineer Pop 22 小時以前 
But why planetary revolt occurs in fundamental sectors when the protested worlds are in the frontier sectors where I just conquered?
The Engineer Pop 8 月 18 日 上午 3:59 
https://steamcommunity.com/sharedfiles/filedetails/?id=3551349919

I have to report 2 bugs.

1. When I assist suppressing a rebellion of my vassal and conquer all of the rebellion's territory the whole territory of the rebellion becomes mine , not becomes my vassal's. Because That systems' former owner is the vassal I think this phenomenon is not fair.

2. When I conquer planets by that consequences the district interface of that planet becomes broken. The locations of Generator District and Urban District are swapped. Furthermore as you can see in my screenshot these planets have 0 Urban Districts and when I rebuild that all of the buildings and zones are vanished.
The Engineer Pop 8 月 17 日 上午 2:34 
Is here the feature that the Corporates with Criminal Heritage can demolish the Districts, Buildings of the planet in which they parasite?
I noticed some of the Districts, Buildings of my worlds which is in the Capital Sector are vanished when I fight the Criminal Heritage Corporates.
The Engineer Pop 8 月 16 日 下午 9:00 
Is the probablity of treason or revolution affected by the military power of mother nation?
Stern 8 月 16 日 上午 8:35 
Every time, this mod is 3.11
The Engineer Pop 8 月 12 日 下午 6:42 
Thanks.
MrFunEGUY  [作者] 8 月 12 日 下午 4:58 
@The Engineer Pop - This mod doesn't touch actual war mechanics. That's just AI being AI, I'm sure there's some underlying reason like a planet or something
The Engineer Pop 8 月 11 日 上午 1:42 
Is it a bug? When I supported the other empire's revolution the revolutional party won't end the war till it had 100% war exhaustion even their enemy got 100% war exhaustion before several decades already. What I could do was just only wating.
Regent of the plauge 8 月 10 日 下午 11:59 
Yeah, I did that. I saw that I’m in one of your other discussion threads about trying to troubleshoot that. So it did work after that no more event bug which I know is not your fault, man I’m not holding that against you. That’s more of a paradox update issue. However, if you are interested in doing a project or beta testing the modpack I’m building, let me know.
MrFunEGUY  [作者] 8 月 10 日 下午 10:13 
@Nikal & Regent of the plague - This mod is updated for 4.0. Sometimes steam downloads an old version, but that is not my fault and I can't fix that. You can sometimes fix it by clearing your steam download cache.