Stellaris

Stellaris

956 ratings
Civil Wars
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85.953 MB
24 Mar, 2021 @ 5:00pm
19 Jun @ 5:01pm
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Civil Wars

In 5 collections by MrFunEGUY
[Out of Date] - 3.2 - MrFunEGUY's Stellaris v1.92
214 items
[Out of Date] - 3.6 - MrFunEGUY's Stellaris v1.44
223 items
[Out of Date] - 3.7 - MrFunEGUY's Stellaris v1.25
219 items
[Out of Date] - 3.9 - MrFunEGUY's Stellaris v1.13
228 items
[Out of Date] - 3.14 - MrFunEGUY's Stellaris v1.3
225 items
Description
Civil Wars:

So you thought you could just build a galaxy-spanning empire and never have to worry about internal strife? Wrong.

This mod makes it so that certain political operators and unstable planets will try to rebel against your authority. You can choose to let them go, or engage in a Civil War.




About:

This mod introduces a number of different mechanics and overhauls some vanilla ones in order to make Civil Wars possible and engaging.

- See this thread for a full list of features.





Notes:

- Situations do not progress past 80 progress, and that is normal. At that point, you should be aware that a rebellion could occur at any moment.

- Your empire capital and full core sector will never rebel under any circumstances. Planets (not the capital) in the core sector can still be taken by rebellions and wars, however.

- Subjects can have all of the wars added by this mod. If this happens to a subject who is not allowed to independnely wage war, you will be given the choice of taking over the war for your subject, letting your subject wage the war on their own, or letting the rebels become independent of both you and your subject. If you are a subject of this kind, you will be informed that your overlord will make the decision.

--

Base Chance of Occurring

Load Order and Compatibility





The Future:

- Possibly: Treasonous leaders who lose the civil war or are banished may try to start a new country, or take over and lead a primitive civilization to space.

- Events that lead up to Civil Wars. Leader ultimatums to stop an imminent Civil War (ie, stuff like "Make me your heir and I won't rebel.")

- Espionage mission to retrieve treasonous leaders who fled to other nations.

- I want to add more as may varied ways for planets and sectors to rebel as I can.

- I'm open to suggestions and feedback.





Compatibility:

Native:
- Divided Loyalties

- If using my Vassals Expanded and Reworked - FunEFork mod, place this mod before it in the load order.





Credits:

- Huge amount of credit to mr_trousers, creator of the Interstellar Incorporated mod. He helped me a ton on the Stellaris Modding Den Discord.

- Russian Localisation by Mahpell. Thank you!

- Chinese Localisation by Del. Thank you!

- German Localisation by Heinrich Honkler. Thank you!

- Thumbnail Image: Urban Combat[www.artstation.com] by Richard Yang





Some Other Mods I've Made/Updated:

- More Authorities

- Viable Feudalism and Imperialism - Empire Federation

- Useful Heirs

- Species Name to Nation Demonym

- End Truce & Close Borders

- We Require Borders

- No More Exclaves

- Ethics and Civics Alternative - FunEFork

- Galactic Bank - FunEFork

- Intervene: Help Friendly Nations - FunEFork

- Vassals Expanded and Reworked - FunEFork





[www.patreon.com]

[paypal.me]

[ko-fi.com]




Support:

For the best support, find me at #mrfuneguys-mods on the Stellaris Modding Den Discord:

[discord.gg]
Popular Discussions View All (5)
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24 Jun @ 8:50pm
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24 May @ 9:10am
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MrFunEGUY
1,386 Comments
The Engineer Pop 10 Jul @ 1:21am 
A great mod, but how can I prevent treason? I just defeated a Purifier empire besides my empire and built Police Offices and launched Anti-Crime Campaigns, but the significant portions of their territory finally revolted.
RedTheKnown 5 Jul @ 9:55pm 
it would be nice to have an option to pick the likelihood &/or severity values of rebellions at the a start of the game (similar to what rich galaxies has for deposit chance) I like this mod but rebellions seem a bit too easy to trigger.
Vortek Gamer 2 Jul @ 1:37pm 
or any mods updates that is older then 4.0?
Vortek Gamer 2 Jul @ 1:36pm 
@Dfvandebrake just wondering are you using any mods that add stars?
djvandebrake 27 Jun @ 10:36pm 
Sorry, additionally unrest.150, unrest.145, unrest.140, unrest.135, unrest.130, and unrest.125 from this mod. (That's the last of them, I won't quadruple post.)
djvandebrake 27 Jun @ 10:24pm 
Specific events causing it on my end: civsep.9200, civsep.9016, civnat.9210, civnat.1310, civnat.1300, civnat.1200, civwar.2200, civwar.1500, civwar.2067, civwar.2065, civwar.2010, civwar.2005, civwar.2050, and civwar.2000.
djvandebrake 27 Jun @ 7:12pm 
Just subscribed to this (6/27/25) on a new machine and I am getting the infinite popups bug. Using debugtooltip command confirms this is one of the mods causing it.
Hackeysack 25 Jun @ 10:38am 
Fuck yeah you're doing god's work OP
Cagador de Duchas local 24 Jun @ 4:27pm 
Still getting the bug event window
Colesizecole 22 Jun @ 8:12pm 
I am still getting the event errors when I run the mod, and its showing outdated still for 3.11 - is there a bug regarding the download maybe?