Stellaris

Stellaris

32 ratings
Extra Envoys
   
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17 Apr, 2021 @ 12:41pm
1 Jun, 2021 @ 6:37pm
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Extra Envoys

Description
Increases the number of available envoys by 1-3 via a policy, no downsides for using or not using the extra envoys. Created for a friend due to their frustration at the lack of starting envoys compared to the uses for them early game.

The extra envoys here are completely free so it's not balanced, especially since the AI probably won't get them. If you want something more balanced and naturally integrated into the game check out Tactical Envoy Agency.

Now defaults to no extra envoys and can be toggled. The AI shouldn't use it currently, not sure if they I should make them use it or not. I have no idea what will happen if you remove the mod or switch back to vanilla envoys mid-game but adding it shouldn't cause any problems. (If you do remove it I recommend at least disabling the extras by setting back to vanilla first.)

Now in it's own file with proper english loc! Should be compatible with just about anything.

If something breaks please check without other mods enabled as this mod touches basically nothing.
15 Comments
Kishu17 16 Dec, 2024 @ 4:54am 
i in fact do not have common sense and don't know how to use this lol
willzelder 13 Nov, 2024 @ 1:42pm 
if you need more envoys you can go D:\SteamLibrary\steamapps\workshop\content\281990\2460299002\common\policies
then open envoy_add_policy and rest is common sense
willzelder 13 Nov, 2024 @ 1:35pm 
this mod works as intended
Blastinburn  [author] 23 Mar, 2024 @ 8:03pm 
Just tried on 3.11.2 and it works fine. I tried trading with another empire and nothing seemed broken to me.

I took another look at the mod data and this doesn't even touch UI, it just adds a new policy entry and the policy menu defines take care of adding the new entries without needing to touch the actual gui code.

Could you be more specific @=[RHIT]=Nippy as to what is broken in the trade menu (and clarify which menu you mean, empire trading or the trade route view?) plus check without other mods as this mod doesn't have anything that touches UI.

It's a very minimal mod, not even any gui changes, so I don't think it should ever break until Paradox completely rips out the old envoy or policy systems and replaces them with something new.
Blastinburn  [author] 23 Mar, 2024 @ 10:04am 
Paradox merged the policy and edict menus then moved it under the new government tab, and also hell froze over and they (sorta) reworked envoys.

I'll see if I can get it working again this weekend.
=[RHIT]=Nippy 23 Mar, 2024 @ 10:00am 
No longer works - bugs out the trade screen for some reason
Blastinburn  [author] 18 May, 2022 @ 4:36pm 
@Figaround this mod will continue to work unless paradox completely rebuild either envoys or policies from the ground up.

I don't use it myself so if it does break please do let me know.
Figaround 18 May, 2022 @ 11:17am 
Does this mod work with the latest version of the game? If not, are there plans for an update?
Blastinburn  [author] 12 Dec, 2021 @ 8:29pm 
I did a rename of the internal variables a while ago, so it may have broken existing games while new games were just fine.
Winterwolf 12 Dec, 2021 @ 3:55pm 
Well I have a correction on this. In my singleplayer tests the policy wasn't showing up, but me and my friends decided to use the mod anyway in our multiplayer game. Then the policy showed back up and later on I tested it again, the policy was in singleplayer.

So, I guess maybe some other mod was interfering with it and then updated and fixed?