Stellaris

Stellaris

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Underground Realms
 
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Aug 11 @ 10:34am
Aug 27 @ 1:48pm
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Underground Realms

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Description
Underground Realms

Hello folks ! I would like to present to you the mod I'm working on : Underground Realms.

Key features :

- Improve Criminal Syndicate gameplay
- Improve Gospel of the Masses gameplay
- Fix Subversive Cult gameplay
- Regular Megacorporations' branch office buildings adjusted accordingly
- Shroud tweaking for better Spiritualist gameplay and "Gospel of the Masses" features

Join my discord server : https://discord.gg/EMTWEHP


- What does this mod do?

This mod buffs Criminal Heritage & Gospel of the Masses civics and tries to make it meaningful and actually playable.


- There are already mods for that, so what's new?

All branch office buildings have been pumped up and now provide proper jobs for your hosts ! You'll feel it as a "Give & Take" situation for you and your "partners" simply by providing some nice "borderline" jobs to their planet(s).

Crime is no longer a doom or a curse and precinct houses x8 is not an easy solution anymore ! There are some boons to keep a smuggler or two at home instead of sacrificing your whole economy to get rid of them ;). This mod tries to put you in the situation where you hesitate between fighting crime or embrace it.

In addition, you, as a Criminale Syndicate, will be able to "prevent" branch office closure ! It will cost you influence, but it can save you 10 years of waiting and re-opening cost. Being short : It allows you to counterbalance bad RNGs with resources. This "10 years duration" has been also put to 5, I'm currently testing it.

Also, you will have access to Criminal Raid. This "once per 10 years" Edict will allow a Criminal Syndicate to launch a massive criminal campaign accross the whole Galaxy.
All empires which have a branch office owned by the syndicate will suffer a temporary criminal increase unless they bribe the said Syndicate for Energy Credits.
If they choose to keep the crime increase, they will instead have some nice bonuses depending on their ethos ! See pics for more details.

Regular Megacorp will have a similar tool, the "Promotion al Campaign", but with less dramatic consequences. Il will bring them extra Trade Value for them and their hosts.

Regular megachurches also have their thing ! The Ceremony Broadcast edict will grant you trade value ald will give spiritualist ethic attraction on all your words and all your branch offices. Spiritualists clients would be happy, but take care not to angry those materialist clients of yours !

Subversive Cults are not let behind ! Ever wondered if you could send a spiritual plague through the galaxy? Search no more ! The Eldritch Ritual will increase crime on all planet where you have a Temple as Branch Office and reinforce spiritualistic attraction ! Your hosts will however gain some bonuses like trade value increase and bonuses depending their ethos, but we don't want them to be (too much) mad :).

- Awesome, what else ?

Crime is not a curse anymore for regular empires, however, it shouldn't be underestimated for good.

As crime grows, so does bad events on planets.
In addition of vanilla events which are 100% countered by "Crime Lord Deal" decision, I've added several random Crime events scaling up from resource stealing to whole planetary take-over !

All planets at 90-100% crime are susceptible to become a criminal subsidiaries for the Branch Office owner. Crime becomes a conquest tool for you to establish your dominance over the galaxy !


- Is that all?

Of course not !

All other "regular" corporate buildings have been balanced accordingly and also provide better jobs.

I also added the Temple of Malice in case you would like to play as a Subversive Cult (Take Gospel of the masses and Criminal Heritage), which is basically the same as Temple of Prosperity branch office building, but which generates crime. The jobs it provides are also a bit different. You'll figure it out by yourself :)

In addition, Preachers and Cultists (Criminal Preachers) will now switch to spiritualist ethic as they start believing the Faith they spread.

Finally, I did provide an extra option upon branch office closure for Gospel of the masses which will allow you to retrieve a part of the wealth of the temple (in form of Energy Credits).


- What will you provide in the future?

I'm currently working on several features regarding the Shroud events and Gospel of the masses.

As you can see on the pics, I've already started :). More to come !


- Last words?

Thank you for testing ! Don't hesitate to give feedback !

Please note that numbers displayed may not be final, I'm still trying to scale them up with the game so they're not cheated or something

You can PM me on Discord (Zefnar#5609)

Join my discord server : https://discord.gg/EMTWEHP

Core files modified :
- common\buildings\14_branch_office_buildings.txt
- common\pop_jobs\00_other_jobs.txt
- common\technology\00_megacorp_tech.txt
- events\crime_events.txt
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67 Comments
Zefnar  [author] Sep 8 @ 3:43pm 
Ok I figured it out. If CS who aren't independant triggers this specific event, the said planet cannot become vassals for the vassalized CS. Therefor I need to patch it.
Zefnar  [author] Sep 8 @ 12:51pm 
The script checks if the said planets belongs to a vassal of yours or not. It shouldn't became independant. However, can you check if those systems became your subsidiaries or not?
kgptzac Sep 7 @ 4:44pm 
Ok i guess the update would explain how my vassal criminal syndicate caused major systems of my fed allies to 100% crime and declared independence... I have to wonder is it the original behavior that CS would "sabotage" overlord's ally this way?

I never played CS so I don't understand most of its mechanics... maybe it has something to do with there's no hostile non-gestalt left at that point in time.
Zefnar  [author] Aug 27 @ 1:44pm 
Big update today boyz !

Crime is not a curse anymore for regular empires, however, it shouldn't be underestimated for good.

As crime grows, so does bad events on planets.
In addition of vanilla events which are 100% countered by "Crime Lord Deal" decision, I've added several random Crime events scaling up from resource stealing to whole planetary take-over !
Zefnar  [author] Aug 26 @ 10:21am 
@Tivaaky1 I just unerstand what's happening, the guy who created the mod you linked forbid, indeed, Megacorp to integrate their subjects in a recent update. Sorry for that. However, I have plans for future regarding this, stay tuned !
Do'tasarr the Khajiit Aug 24 @ 5:52pm 
Oh, u also use that, that's why I can't integrate my vassal
Tivaaky1 Aug 24 @ 4:46pm 
Actually I discovered which mod was causing a conflict:
https://steamcommunity.com/sharedfiles/filedetails/?id=1813104049
which makes it impossible for corps to integrate any of its (new) vassal types.
But perhaps there is a way to get around it, if not, id rather use your mod, thanks again!
Zefnar  [author] Aug 24 @ 8:56am 
Hello @Tivaaky1 and thank you ! I could consider it, can you send mi the mod's page? It might be an issue with the core files I had to edit to make this mod working.
Tivaaky1 Aug 24 @ 6:51am 
Love the mod, also use the Integrate Subsidiaries mod which no longer seems to work with this mod installed, which is a pity as it is fun to integrate subsidiaries over time. Perhaps if you have time, you might tweak this your mod to allow integration of subsidiaries too, thanks!
TurtleShroom Aug 23 @ 10:03pm 
You don't need to change a Vanilla rendition Jobs file to add new Jobs, and you can add new Buildings to Branch Offices without changing Vanilla rendition files. You can even link things to technology from the Buildings screen!

The only thing that really needs to be overwritten is the Crime Events, and that's to allow Criminal Heritage institutions to save their Branch Office.

Also, I see you considered some of my suggestions; I am humbled! I do continue asking about making the Harlots optional. Unlike what the snob who whined about me asking to keep a T-rated game at that level said, I was not advocating for its removal. Rather, I wanted it to be optional. Besides, there's already a Space Brothel Mod for that purpose. Why soil this Mod with railroading in brothels as well?