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)
27
Oct 8 @ 12:46pm
PINNED: Bug reports
Brick
11
Oct 14 @ 4:55pm
PINNED: Suggestions/Idea's
Brick
136 Comments
Brick  [author] Nov 1 @ 11:25pm 
Marked ty for the report!
Kali Nov 1 @ 5:30pm 
The aristocratic elite policy is broke, the option that adds nobles per 40 pop. Pops will not work the jobs. I think its because ruler jobs have kinda been merged and you might be using the old noble job.
Kali Oct 22 @ 11:35am 
Well before other modifiers ig
Kali Oct 22 @ 11:34am 
Thanks! Because entertainers are 100% useless to them xD -100% efficiency to entertainers.
Brick  [author] Oct 22 @ 7:05am 
Thats a good suggestion, i like that. Added to the to do changes list.
Kali Oct 22 @ 5:24am 
Oh hey can you swap entertainers for say enforcers for Oppressive Autocracy for the dictator and imperial buildings?
Kali Oct 19 @ 1:34am 
Np!
Brick  [author] Oct 18 @ 11:46pm 
@Kali, Thanks for the bug report! I likely overlooked that with the initial pop update, there was a lot. Many thanks, those bug reports are the kind i would never find on my own!
Kali Oct 18 @ 4:55am 
Hey they changed hiveminds to use coordinator drones aswell instead of synapse drones, the job just changes names so the current synapse drone jobs under the hive AP building do not work.
Jano Ľavko Oct 13 @ 10:14am 
This works for 4.1.3, and the new 4.1.5 update aswell