Stellaris

Stellaris

212 ratings
Gods and Guardians (2.2.*)
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.561 MB
Jan 12 @ 11:22am
Jan 16 @ 3:09pm
2 Change Notes ( view )

Subscribe to download
Gods and Guardians (2.2.*)

Subscribed
Unsubscribe
In 2 collections by AlphaAsh
How I Play Vanilla Stellaris 2.2.4
28 items
How I Play AlphaMod 2.2.4
9 items
Description
New missions for Observation Posts and related events.

This is a BETA. Because I haven't tested all the event paths and outcomes. Especially when you can nab slaves off planets. Test it please. Let me know if it's working or not.

Q-Bricks is still not ready, so isn't included. It may be dead, due to the changes to tiles and buildings in 2.2. I've put a re-work of that mission aside for now. Use Indoctrination instead. It's not as good, but eh.


The natives are led to believe that you are their gods. You effectively enslave them from above.

Cannot be used by: fanatic spiritualists, fanatic xenophiles, xenophiles or fanatic pacifists. Cannot be used if policy disallows slavery.

Can only be used on bronze age, iron age and late medieval primitives.



You actively aid and guide the natives, but you do not advance their technology. They are allowed to develop at their own rate and may ask you to leave at any time. (This doesn't mean you have to!)

Cannot be used by: fanatic spiritualists, fanatic xenophobes or fanatic authoritarians. Can be used by Machine Servitors.

Can only be used on renaissance age, steam age, industrial age, machine age, atomic age and early space age primitives.



If you want to have these missions with fewer ethical restrictions, there is an empire edict that can be toggled between Independent Observation Missions and Restricted Observation Missions. Note that some costs and output of missions are changed when you use this.


If an Observation Mission isn't displayed, you don't have the ethics needed to use it, policy disallows it, you don't have a needed tech or you can't use it on that partuclar 'age' of subject.

Any missions that can't be done in a particular instance (including vanilla missions) will be removed in preference for missions that can be done. This is to save UI space, although there's now eight slots for buttons, thanks to UI work by subscriber 'Calamity'.



This empire believes that it has a duty to act as guardians to any less technologically advanced races that it discovers. Some Observation Missions will be less restricted by the age of the subject. Trust Cap is +25 for subjects.


Spanish (by Ensis): Included in the mod. Last updated: 17th Feb 2017


The following vanilla files are modified by this mod:
  • common/observation_station_missions/00_missions.txt
  • gfx/interface/icons/fleet_task_small.dds
  • interface/fleet_view.gui
  • interface/outliner.gfx
Built against 2.2.3b. Fairly certain it'll be ok with 2.2.
Should be fine with an existing save-game.
Not Ironman achievement compatible.

Compatibility patch for Violent Beetle's Primitive Worlds.

Technical note: The main issue 'UI' mods may have with this is interface/outliner.gfx. This mod adds some frames to gfx/interface/icons/fleet_task_small.dds, and the number of frames needs to be changed in the gfx file. The changes to interface/fleet_view.gui are to provide more room for mission buttons and some of the vanilla UI art has been resized. I've not listed that. You'll need to poke through the mod to see exactly what art got resized.

If you want compatibility with a UI mod, now you know what you have to do. (If you guessed 'pester AlphaAsh to do it', guess again.)

Want to say thanks for the mods I make? Clicky one and cheers for your consideration!
[paypal.me]
[www.patreon.com]
[ko-fi.com]
< >
80 Comments
AlphaAsh  [author] Feb 19 @ 12:25am 
Or you wait until end of month, when the capital will be swapped. The rest you can demolish.
Agraza Feb 18 @ 11:50pm 
So when I absorb a planet with this mod by event it leaves the primitive buildings in place, which my pops can't work at, and doesn't let me build the colonist building. It's not in the list of options, even if I destroy everything there. How do?

My current fix is either 1) don't absorb by event or 2) move everyone off, unsettling the planet, then resettling it. Neither is good.
Combine Pencil Sharpener Feb 16 @ 5:48pm 
I don't understand why the "Gods" stance consumes engineering research. Nonetheless, excellent mod.
Jack_Hazardous Feb 13 @ 6:10pm 
the way i was made to understand the independent research edict was that you could do anything even if your ethics prevented it, but since that seems to be wrong i don't know what it does
Deamax Feb 13 @ 5:33pm 
Aye thanks :IEA_Iggy:
HighKings_Ruin Feb 13 @ 5:15pm 
That idea sounds really good.
Deamax Feb 13 @ 5:08pm 
I have another idea you could perhaps add to the guardian duty feature. Maybe there could be an edict that places some sort of independence guarantee on all primitive worlds that are known to your on nations. For example, if any other nation chooses to invade a primitive world, you would have the option to interfere and protect the primitive nation. This could perhaps lead to a war, or it would just be a small skirmish that would later be resolved diplomatically between your nation and the invading nation
Prometheus0627 Feb 11 @ 5:32am 
i love you
Shadow-kon Feb 3 @ 11:13am 
awsome ideas guys