Stellaris

Stellaris

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Advanced Policies
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2.662 MB
Aug 13, 2021 @ 6:02am
May 27 @ 12:16pm
46 Change Notes ( view )

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Advanced Policies

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Description
Advanced Policies
What is this mod? Why is it here? Where have my jeans gone? Well all execpt those jeans are simple. This mod is aimed at making the internal workings on an empire more unique. The shortest way to put it. I felt like it deserved more. So i took some time and am working on making more for it.

Currenct Content/Goal
As it stand every civic from the base game and DLC have a unique policy and many ethics have added decisions or buildings.
My next goal is to rework some stuff i already made as i have learned new and better approaches to it and add more depth where possible.
Lastly if you have feedback, of any kind, please let me know. Be it through a message or like/dislike. It gives me an idea what is liked and what is not.

Beyond stuff like that i currently have the following content implentent:
  • 12 New policy categories for non-gestalt empires.
  • A Policy for every base game civic in game.
  • 6 New policy category for gestalt empires.
  • 14 New planetary decisions for empires(most locked behind ethics or authority).
  • 9 New Civics for normal empires.
  • 4 New Civics for Megacorps.
  • A counsilor for every non-gestalt civic added!
  • A few new alternative armies based on policies/civics and other conditions.
  • 9 Edicts/Campaigns to enchance empires.
  • A good amount of custom jobs based on policies and civics.
  • AI integration so they can use the same content you can.
  • 3 new Origin with unique mechanics (More sheduled!)
  • 2 new Tradition types to enhance your empires and play-styles with!
  • A few new leader traits for governors and for rulers.
  • Opinion modifiers based on what policies or civics you have compared to the other empire.

Compatibility
This mod overwrites pretty much nothing, it can be used safely with nearly everything.
The only unavoidable thing is the economic categories. I had to overwrite a few base game jobs there.
In other words if you have a problem with modifiers not working as intended i recommend the Universial modifiers Mod as a fix to this issue.

Special thanks
When i first started this mod i was new to modding for Stellaris so i must confess that i would not be here without the help of the Discord Stellaris modding den and a few people especially like OldEnt and Corsairmarks. If they ever read this i wish to thank them for all the help and pointing me in the right direction regarding usefull knowledge.
Popular Discussions View All (2)
24
Jun 5 @ 10:56am
PINNED: Bug reports
Brick
8
Jun 18 @ 10:27am
PINNED: Suggestions/Idea's
Brick
120 Comments
nukestar Jun 24 @ 11:03am 
I'm pretty sure that those are the only two policies that add fake jobs. Although I do recommend that you add an extra line of text to the Education Privilege policies telling the player what stratum the resulting educator jobs belong to, while it makes sense once you change it, it isn't immediately obvious from the outset.
Brick  [author] Jun 24 @ 9:14am 
@Nukestar, Ty that is a clear bug report. I am well aware of the job changes simply not sure which policies have those jobs per pop. I'l add it to the list for bugs to fix for next update.
nukestar Jun 23 @ 10:54am 
Same for the Imperial Creed policy that adds high priests. 4.0 consolidated all the old politician replacements and they're now just re-skinned politician jobs with bonus output. The current jobs called High Priest, Noble, Merchant, Head Researcher, Executive and Warden are stub fake jobs that only exist for leader backgrounds (so they're useless outside of flavour) and otherwise do nothing, the REAL version of those jobs is just a politician with the relevant planet trigger.
nukestar Jun 23 @ 10:31am 
The policy that adds noble jobs per population adds non-functional fake jobs that can't be worked and don't produce resources. It should add politician jobs rather than noble jobs.
Brick  [author] Jun 10 @ 8:14am 
@Nikal, I do understand your point. But i discovered during testing with players that not having a symbol like that there ment players just went for it and screwed themselfs. I do like what you mentioned though, i should clarify that its not related to in breach of galactic law.

It is ment as a polite warning, like a road stop sign. On the positive side, i tested giving EVERY policy i added a unique icon. That flew out of the window because it just became so cluttered.
Nikal Jun 10 @ 4:16am 
A minor gripe, but could you not use the ⚠ icon for anything unless it's in breach of something? It sort of caught be off-guard. 😅
Brick  [author] May 27 @ 12:21pm 
Updated, for rough details see the Change Notes tab or ask away. Thank you all for the patience! been a busy week and all.
BlackLuck May 26 @ 9:32pm 
gonna plug this one back in ...
Patriote May 20 @ 9:09am 
I still use this daily
Brick  [author] May 17 @ 9:45am 
I am gonna be real, that is the clearest bug report i have recieved so far. Thank you, like genuinely.