Stellaris

Stellaris

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We've got a policy for that
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152.078 KB
25 Jul, 2019 @ 3:07pm
12 Jun @ 4:45am
50 Change Notes ( view )

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We've got a policy for that

In 1 collection by Blu Macaw
44 Author Stellar Pack
5 items
Description
Current number of custom policies equals 28!
28!
They are no ordinary policies. Will you risk destruction of environment and brake worker rights to afford better fleet? Will you try to control information in hopes of adopting government values?

Policies are of all sort of things, virtually everything that the government has to cover. Some are locked behind ethics (few) very powerful policies have very powerful drawbacks as well.

The mod also got updated thanks to diligent work of NoHacksToday. The new version should be more balanced, more logical and less likely to accidentally ruin your economy. There are also some subtle localization improvements. Additional Russian version is still included (Not made by either of us, old description is lost to time, but thank you for your contribution!) Just note that pictures at the workshop page are from older version, but they show exactly what mod does. Yes they should be update, no, I don't use this mod at all and can't be botherd, but I still retain it up to date.

Not achievement friendly, modified checksum!

The mod will be updated to be compatible with new versions, but it will not be updated with new content (for now)
Popular Discussions View All (2)
8
15 Sep, 2023 @ 2:00pm
New ideas
Blu Macaw
8
12 Jun @ 4:46am
Typos report
Blu Macaw
154 Comments
Satsuki Shizuka 五月靜 6 Jul @ 2:28am 
@Energywelder
Can attest that adding a second closing bracket in line 273 and deleting the closing bracket on line 289 fixed the problem.
Energywelder 24 Jun @ 9:33am 
@blue macaw

missing closing bracket after line 273
erroneous closing bracket on line 289
Blu Macaw  [author] 18 Jun @ 2:48am 
It's ok. If you want to upload a screenshot to say imigur and link it here I'll take a look. Even knowing which policies in particular are effects could be helpful. I can't promise I will be able to fix it since I didn't mod anything new for a long time, but I'll try.
hydra 18 Jun @ 12:29am 
Apologies for not being more descriptive earlier, it was late at night. It's been a bit tricky to pinpoint exactly what might be causing the issue. If it helps, I’m happy to upload a screenshot to give you a view to see what might be missing
Blu Macaw  [author] 17 Jun @ 1:03pm 
That says about nothing. I am unable to predict game changing in-game flags and cannot change that without feedback since I don't play the game myself anymore, especially not modded one.
hydra 17 Jun @ 12:29pm 
Found a few blank policies
Blu Macaw  [author] 8 Jun @ 1:54am 
Well that's exactly what I did when I first replied to you. So it should be working since yeserday then.
Satsuki Shizuka 五月靜 7 Jun @ 7:19pm 
Hey Blu;
I took the liberty to try my hand correcting this. Simply changing the pop_growth to "logistic_growth_mult" seemed to work as intended. Granted, the way how pop growth works is different in 4.0, but for the effect of the policies, it's working as intended. Looks like the fix will be easy.
Blu Macaw  [author] 7 Jun @ 10:14am 
It's possible this changed quite some time ago when they added logistic celling modifier. I presume previous one has been replaced with this. I can't promise it will work, but I added this new modifier on top of old one, so it will work with older versions and maybe it can fix this issue in current ones. But that's as far as I can go, if that doesn't help, it would take too much effort to relearn the system.