Stellaris

Stellaris

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Revolt Inc
   
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19 Aug, 2020 @ 8:47am
4 Jun, 2022 @ 11:04am
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Revolt Inc

Description
Updated for 3.4: fixed, tested and working. Still needs to be loaded after any other mods that change branch office buildings.

I need to revisit the balance of this mod. any suggestions welcome.

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THIS IS AN ALPHA! updated 11/11/2021:
A bunch of work has been done, and now the Revolt Inc Megacorp is able to sell weapons to both Enemies and Friends: This means you can set up Legal branch offices on friendly worlds, and give them a defensive boost! or set up an illegal branch office on a non friendly world and try and push them over the edge into revolution.

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This mod adds a new alternative to the "Criminal Megacorp" civic. Like the criminal megacorp, you don't need a trade agreement to build on enemy planets. However, unlike the criminal megacorp, you can build a different set of buildings on planets with trade agreements. In both cases, there are unique branch office buildings to be built.

Do you like running guns? do you like helping the oppressed masses overthrow their governments? Then Revolt Inc is for you! Now you can sell freedom for very reasonable prices to those in the most desperate need. Find a planet in near revolt, and give it a *little* push over the edge!

Mechanics wise: This mod aims to have a megacorp sitting firmly between the criminal and legal megacorps. You can either set up a branch office on a friendly planet and help defend it (for profit obviously), or create a franchise on an unfriendly world to destabalise their planets! In both cases, you are able to build new (and exciting!) buildings. On illegal worlds the buildings are designed to reduce the stability of the planet. Some achieve this by lowering amenities, and some do so directly.

The balance of this mod: This mod still requires quite some level of balance. Getting the AI to revolt is very hard. In some cases I have gone overboard (-20 stability, -25 amenities), just to push hard enough. PLEASE GIVE ME BALANCE OR BUILDING SUGGSTIONS.

Please give feedback and ideas! I am really interested to hear what other people have to say.

Buildings:
Legal:
Militia Training Post:
planet: +2 Militia jobs (each grant +4 defense armies) & +15% orbital bombardment resistance
Megacorp: + 4 energy
Government Marketing Centre:
Planet: Governing Ethics Attraction + 50%
Megacorp: +25% branch office value
Streamlined Manufacturing Plant:
Planet: +5% alloy production
Megacorp: +3 alloys
Rent a Cop:
Planet: +1 enforcer job (needs rebalancing)
Weapons Research Streamlining Platform:
Planet: +5% science research
megacorp: +6 of each type of science

Revolutionary:
Revolutionary Hideout:
Planet: +1 revolutionary jobs per 25 pops (gives -25 amenities)
Gun Smugglers:
Planet: Branch office value +25%, Stability -10
Information Re-distribution Centre
Planet: -5% all science
Megacorp: +6 all science
Revolutionary HQ
Planet: +1 revolutionary leader (-5 stability) : Will eventually be able to martyr themselves for larger negatives.
Propagander Station:
Planet: -20 stability, -50% ethics attractions


TO DO:
The Revolutionary Leader (read: Martyr) will commit martyrdom every 5-10 years leading to a massive stability drop in the short term. This is not yet implemented, meaning they are underpowered.

Casus Belli/Branch office removal via war: There is currently no way to remove the illegal branch offices. The Casus belli is granted but I need to write and test code to clear out branch offices after losing a war.

Would like to do: I would very much like to add a check so that planet stability effects the value of a branch office, which is now possible with the changes to variables in 3.1. This is however, complicated.


Conflicts: Current conflicting files/triggers/etc include the game rule: "can_build_branch_office_on_planet", and the megacorp buildings (excluding the criminal megacorp). Otherwise, we should be fine.


If anybody decides to test this out, please let me know!
Popular Discussions View All (1)
2
11 Nov, 2020 @ 10:25am
PINNED: Ideas, Plans and Problems (Come share your ideas here!)
NinjaBreadMan
31 Comments
Scyobi_Empire 18 Jun, 2022 @ 3:23am 
I must say, I am surprised that this mod is still supported. I remember finding it many versions ago, hats off to you Ninja.
NinjaBreadMan  [author] 14 Nov, 2021 @ 10:34am 
@Vault76Survivor That genuinely made me laugh out loud. I enjoyed it so much I am not sure I want to fix it. If I do, I guess there are two options. Teach the script to recognise you as a friend, or stop allowing you from building on your own planet (Which would be the better solution). I think the second one would be better fixed in the CHE code, so I will look at doing the former.
Vault76Survivor 13 Nov, 2021 @ 10:55am 
So there's a little bit of silliness when using your mod and Criminal Heritage Expanded together that was not fixed. Criminal Heritage Expanded allows you to build branch offices on planets of other megacorps, including your own planet. Your mod checks whether the empire of a planet you have a branch office on is your friend before deciding whether the target gets stability-boosting or stability-wrecking buildings.

The problem is your mod does not recognize that you are your own friend. So if both mods are installed and if you set up branch offices on your own planets as a result of this, your revolutionaries will do everything they can to overthrow... themselves.
mrcoolize 12 Nov, 2021 @ 10:14am 
Nice really nice looking forward to a new revolt game!
NinjaBreadMan  [author] 12 Nov, 2021 @ 9:51am 
@mrcoolize So, I checked it out, and we did have one conflict, which was unnecessary on my end. after a small change I just tested it. Make sure my mod loads second, and it works.
EECode 12 Nov, 2021 @ 1:06am 
@NinjaBreadMan It seems to have been fixed with the mod update. I thought this mod wouldn't conflict with habitability too since its just a civic mod. I Checked all my mods and I Narrowed it down to this mod then I loaded it in by its self and then glitch still persisted. The glitch was that all planets for the AI and player had a habitability of zero.
NinjaBreadMan  [author] 11 Nov, 2021 @ 10:33am 
@mrcoolize send me the mod and I will take a look. In theory it would be fine.
mrcoolize 11 Nov, 2021 @ 10:16am 
Oh would it be compatible with something that add more criminal buildings?
NinjaBreadMan  [author] 11 Nov, 2021 @ 5:59am 
@Arkham_Knight This mod doesn't have any code that works on habitability. Can you give me more details? Were you running other mods together with this?