Stellaris

Stellaris

960 ratings
Civil Wars
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87.086 MB
Mar 24, 2021 @ 5:00pm
Jul 21 @ 9:56am
595 Change Notes ( view )

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Civil Wars

In 5 collections by MrFunEGUY
[Out of Date] - 3.2 - MrFunEGUY's Stellaris v1.92
214 items
[Out of Date] - 3.6 - MrFunEGUY's Stellaris v1.44
223 items
[Out of Date] - 3.7 - MrFunEGUY's Stellaris v1.25
219 items
[Out of Date] - 3.9 - MrFunEGUY's Stellaris v1.13
228 items
[Out of Date] - 3.14 - MrFunEGUY's Stellaris v1.3
225 items
Description
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]
Popular Discussions View All (5)
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Jul 22 @ 8:48pm
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MrFunEGUY
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MrFunEGUY
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MrFunEGUY
1,394 Comments
Regent of the plauge Jul 29 @ 2:11am 
Nikal you are right!! I did love this mod in the 3. version but it causes the pop bug in the 4.0 version. I have semi successful mod pack on stellaris that I created major overhaul for. If the author ever does fix it then I'll add it. But my primary focus is creating a path merger for stellaris using supreme commander 2 for visuals or mini game built off a rts of the sort for planetary invasion combat. I've already achieve a tremendous of things. But this mod if it got the work it needs for 4.0 would be the chef kiss for so much. I do have major bug to fix for faction aspect not working but I think I've narrowed that bug down. right now my pack is at 289 but the target is 300.
Nikal Jul 23 @ 3:37am 
Oh, the error log noticed we're still targeting the pop scope in most of the scripts...

Well now I feel dumb for not noticing this earlier. :P
You should probably update the mod's page to accent it's meant for the 3.x version.
Nikal Jul 23 @ 3:32am 
I'm getting the infinitely empty events pop-ups using the latest (non-beta) version of the game.

At first thought this was a mod compatibility issue, but apparently it's just some 3.x to 4.x transition issue which many mods experienced.
SolkimGod Jul 22 @ 4:08pm 
load order?
Hephaistos Jul 21 @ 5:45am 
Does this mod work in 4.X? The changelogs are empty
Cross Dimensional Joke Jul 16 @ 12:53am 
Hey, so it seems like this mod breaks Crowdsourcing civic(generate research from factions), making factions still generate unity. Removing this mod fixed the issue.
Deep♂Dark Jul 13 @ 7:18am 
amazing mod thank you
Nikal Jul 12 @ 1:59pm 
I've been trying to get this to play nicely with the Tovius' Expanded mods. It *should* work in theory, but it just crashes the game as soon as factions are formed.

So much for theory, I guess. :P
The Engineer Pop Jul 10 @ 1:21am 
A great mod, but how can I prevent treason? I just defeated a Purifier empire besides my empire and built Police Offices and launched Anti-Crime Campaigns, but the significant portions of their territory finally revolted.
RedTheKnown Jul 5 @ 9:55pm 
it would be nice to have an option to pick the likelihood &/or severity values of rebellions at the a start of the game (similar to what rich galaxies has for deposit chance) I like this mod but rebellions seem a bit too easy to trigger.