Stellaris

Stellaris

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Civil Wars
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24 Mar, 2021 @ 5:00pm
21 Jul @ 9:56am
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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[Out of Date] - 3.2 - MrFunEGUY's Stellaris v1.92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[Out of Date] - 3.6 - MrFunEGUY's Stellaris v1.44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[Out of Date] - 3.7 - MrFunEGUY's Stellaris v1.25
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[Out of Date] - 3.9 - MrFunEGUY's Stellaris v1.13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[Out of Date] - 3.14 - MrFunEGUY's Stellaris v1.3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 (6)
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1,420 Comments
The Engineer Pop 51 minutes ago 
Anyway I completed (except the thing below) Korean translation patch of this mod just now.
How can I make separatists factions emerge to see the messages related to them? I want to see if my patch is working correctly.
The Engineer Pop 52 minutes ago 
What I said below is these codes.

# Planetary Separatist Faction Gen
SEPARATISM_DEMAND_IND_p_x: "독립"
SEPARATISM_DEMAND_IND_p_x_desc: "Members of this faction desire Independence for"

SEPARATISM_DEMAND_MIL_JOBS_p_x: "군 주둔 금지"
SEPARATISM_DEMAND_MIL_JOBS_p_x_x_desc: "This faction doesn't want any military personnel stationed on"
SEPARATISM_DEMAND_MIL_JOBS_p_x_xx_desc: ", and don't want military postings made available."

SEPARATISM_DEMAND_MIL_BUILD_p_x: "군 시설물 금지"
SEPARATISM_DEMAND_MIL_BUILD_p_x_desc: "This faction doesn't want any military structures to be present on"

SEPARATISM_DEMAND_SHIELD_p_x: "행성 보호막"
SEPARATISM_DEMAND_SHIELD_p_x_desc: "This faction desires a planetary shield generator to protect"

SEPARATISM_DEMAND_FEDERAL_p_x: "연방제"
SEPARATISM_DEMAND_FEDERAL_p_x_desc: "This faction desires a federal goverance structure, such that they may have more control over"
The Engineer Pop 52 minutes ago 
More question.

When I translate "civwar_factions_l_korean.yml" I saw the message codes above.

But It seems that "SEPARATISM_DEMAND_*_p_x_desc" and "SEPARATISM_DEMAND_*_p_xx_desc" surround the name of the planets and "SEPARATISM_DEMAND_*_p_xx_desc" that follows planet's name not always exists.

Because Korean word order is different from English's, in many cases I need the words both precedes and follows planet's name.
But I don't know where "SEPARATISM_DEMAND_*_p_x_desc" and "SEPARATISM_DEMAND_*_p_xx_desc" are called and I have no confidences whether I can insert "SEPARATISM_DEMAND_*_p_xx_desc" to all of these sentences or not.

For example, the sentences "This faction doesn't want any military structures to be present on [planet's name]." is translated to Korean as "이 세력은 [planet's name]에 어떤 군사 시설이 주둔하는 것도 원하지 않습니다.".

Can I solve this problem on my own?
The Engineer Pop 17 hours ago 
Thanks.
MrFunEGUY  [author] 18 hours ago 
That message is for when slaves lose the war.
The Engineer Pop 19 hours ago 
And may I not translate the messages below

##################
### Unused ###
##################

?
The Engineer Pop 21 hours ago 
A question for translating.

slave_war_won_tooltip: "§Y[Root.GetName]§! will regain control of all territory lost to §Y[From.GetName]§! and the slaves will be put back in their place."

Is the message above showed when slaves won the war or slaves lost the war?
The Engineer Pop 28 Aug @ 12:16am 
Where can I report message errors?
BadCat7 26 Aug @ 10:49pm 
Heya ! of course, the second civil war started in 2298 and never ended, my last save file is year 2311. Currently its a 2 front war: On the west is the mayor power who supported the rebelions, and on the east its 2 Militarist nation uprising If i continue the game after 2311, sooner or later the situational log marks the Militarist radicalization, spawning a third coup, adding a third militarist on the same civil war /////////////// I ran the game and on the year 2312 a third civil war started supported by another mayor power (both mayor powers hate me) and another 2 militarist coups: making 4 militarist coups and mayor powers declaring war on me at the same time. The war of 2298 never ended :cozybethesda:
MrFunEGUY  [author] 25 Aug @ 4:00pm 
@BadCat7 - thanks for sharing your story, sounds like a fun run. How long did the second Civil war last before another militarist uprising happened?

The thing is, there are time limits already on these things. But you know, this just makes me want to add an options menu where you can change stuff like this. I'll try to work on that.