Stellaris

Stellaris

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Easy Edicts
   
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25 Feb, 2018 @ 3:44am
7 Dec, 2018 @ 10:05am
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Easy Edicts

Description
Updated for 2.2.x. Many of the Edicts have changed or are now no longer available. Tooltips for some aren't advising that Ezy Edicts are being applied, but if you enable them and watch for a month, you'll see numbers jump.

I'm not sure that the flat +% to minerals & power are working any more. I've yet to play a game in 2.2 so I'm not sure how everything hangs together, but what can be fixed was fixed.

Due to the nature of how Edicts are coded now, this mod will not work with older versions of the game.


This mod contains some easy edicts to make the game... easier... I get my difficulty kicks in XCOM. Kicking aliens around the galaxy for fun is when I play Stellaris.

They aren't 1000% increases, they range from 15% to 80% depending on the specific modifier.

They last for 110 years which should be plenty of time to gain the upper hand.

Taking inspiration from the superior Edicts++ this mod is "just the bits I wanted", so if you want more flexible Edict mandates, I'd suggets that one. Similar to Edicts++, this mod is ordered in a similar "choose your own buff" way. I have fixed some of the issues (currently) in Edicts++ and added some of the 2.0 benefits such as starbase ownership, & fleet size (the number of ships per fleet).


There are no "multiple percentages" per buff. This mod was made for my own use, so I know what I wanted. They should allow you to stomp your way through the game with ease. Unless you've got Maurauders on....

This mod wouldn't have been possible without Edicts++, so many thanks to Aitherix for creating a mod I used for a long time before 2.0.
12 Comments
Battlespark 7 Dec, 2018 @ 4:41pm 
I cant seem to activate any edicts. You click on them but they do not show the checkmark. Nothing seem to be working. Am i missing something?

Edit: I had to start a new game to get them to work. So far so, its going fine. No bugs so far.
harlequin565  [author] 7 Dec, 2018 @ 10:15am 
Updated for 2.2.x Not 100% sure that everything works as it should, so if you find bugs, please let me know and I'll fix where I can.
harlequin565  [author] 7 Dec, 2018 @ 1:04am 
Looks like they broke this with 2.2. A brief look at the files is indicating that they need to be redone. If anyone can't wait - please feel free to copy/fix/re-up without worrying about upsetting me :) I did have a stab at fixing one of them this morning but it's not straightforward to fix.
red dog 7 Dec, 2018 @ 12:26am 
mod is overdue, updata plz.
harlequin565  [author] 16 Sep, 2018 @ 12:35pm 
Updated to 2.1.3 - version control only. No content change.
CombatBottle 23 Jun, 2018 @ 2:54pm 
@harlequin565, Thanks!
harlequin565  [author] 23 Jun, 2018 @ 6:36am 
Done!
CombatBottle 23 Jun, 2018 @ 3:31am 
update to 2.1.x ?
harlequin565  [author] 2 Apr, 2018 @ 4:16pm 
Not sure if this is how Stellaris works, but if you make changes inside the mod folder, and I then update the mod, my overwrites will reset your changes. I don't plan to change the settings, but I might need to update the version number in the future, which might kill off your personal settings. Make a local copy if you want to play with the settings.
Terramaris 2 Apr, 2018 @ 12:42pm 
Example: If you want more starbases go to line 390

country_edict = {
name = "hq_starbase2"
length = @EzyEdictDuration
cost = { influence = @EzyEdictCost }
modifier = {
country_starbase_capacity_add = 10

}
allow = {
}
ai_weight = {
weight = 0
}
prerequisites = {
}
}

Change that number in line 395 from 10 to whatever you want.