Stellaris

Stellaris

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FutureCorp
   
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8.398 KB
11 Dec, 2018 @ 11:35am
1 Jan, 2019 @ 9:37am
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FutureCorp

Description
FutureCorp adds a civic, Future Corp, which is a tech-focused MegaCorp.

With the FutureCorp civic, your Executives and Managers produce a small amount of physics, society, and engineering research, and your Researchers produce 1 Trade Value each.

Not play-tested at all for balance, so please leave feedback :D

kudos to @Thaumatarge and @RogueServitor for helping with some coding issues

PLANNED:
- Balance
- Figure out how to add Trade Value to Researchers without overwriting a vanilla file :(
19 Comments
The_Sea_Four 23 Jun, 2024 @ 6:01pm 
Unfortunately this mod now has a game breaking bug deprioritising certain specialist jobs.
Skill Less 26 Oct, 2019 @ 1:01pm 
the managers and executives no longer provide research production.. whould be cool to see an update for 2.5 :)
kjumper 21 Sep, 2019 @ 7:19am 
Got to say, I do love the flavor text you added for the start, with the tongue-in-cheek references to Apple, Amazon, and Google.
kjumper 21 Sep, 2019 @ 6:50am 
Don't know if you're still updating this, but it looks like that Executives and Managers no longer add a small trickle of science. At least, I think that's the case. I've disabled the mods that would most obviously cause a potential conflict with the jobs. If you could take a look at the mod, it would be greatly appreciated. I really liked this civic.
ITz Ghosty 16 Aug, 2019 @ 11:42am 
Does this still work with 2.3.3 with out breaking the game?
madpluck  [author] 1 Jan, 2019 @ 9:35am 
Oh whoops. I didn't see in the patch notes that pop jobs got updated. I'll just replace the vanilla file. I hate that I couldn't figure out another way to do it because I hate to use vanilla files.
kjumper 1 Jan, 2019 @ 8:09am 
This was a very fun little mod, and I think it was quite flavorful as well, without being too overpowered. However, I think it must overwrite the jobs files, as through process of elimination, I narrowed it down to this mod that seems to be reverting metallurgist output to 2 alloys per 6 minerals rather than 3 alloys per 6 minerals (per the update), which is clearly unintended behavior.
madpluck  [author] 31 Dec, 2018 @ 8:26am 
Sure @megamen212! Uploading now.
megamen212 28 Dec, 2018 @ 10:18am 
Hello, I made an elementary localization into the Russian language, I would be grateful if you add to the mod, here is a link to localization https://drive.google.com/open?id=1nSS9oUiKsgPYc1kEewaZSpwYPOAoI5zr
madpluck  [author] 15 Dec, 2018 @ 4:05pm 
Updated to include a random_name list for non-player empires - should prevent a potential crash (though no one reported one from it), according to the wiki.
Updated to generate a game-start middle paragraph unique to this government type.