Stellaris
111 oy
MegaCorp+
3
3
2
   
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13.379 MB
6 Şub 2023 @ 22:48
7 Haz @ 14:22
110 Değişiklik Notu ( görüntüle )
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MegaCorp+

Açıklama
Description
MegaCorp+ aims to add content for mega-corporations, such as civics, edicts, technologies, origins, etc.

Overview of the Content
- 🏆Civics: 10 new civics
- 📜Policies: 1 new policy
- 🏛️Edicts: 3 new edicts
- 🔬Technologies: 13 new technologies
- 🏢Corporate Buildings: 12 new buildings
- 🏬Branch Office Buildings: 8 new building
- ⭐Ascensions: 2 new ascension perks
- ⭐Districts: 2 new districts
- 🌍Origin: 1 new origin
- 🌿Tradition: 1 new tradition
- 🧬Traits: 2 new traits
- 🏢Several new events

Detailed content
MegaCorp+ Content[docs.google.com]

Compatibility
Regarding compatibility with other mods, I will be completely honest with you. I don't really care about it. If you want to create patches to make my mod compatible with others, feel free to do so. Personally, I am only focused on the development of MegaCorp+.

Localisation
- English
Popüler Tartışmalar Tümünü Görüntüle (1)
9
27 May @ 9:09
Bug Report
BlaadFrost
141 Yorum
Dlinktp 24 Tem @ 20:53 
Any chance this mod allows imperial/non elective megacorps? Or would be compatible with one that does?
Machoman Adam Savage 23 Haz @ 19:43 
I think the titan project chain is broken? I'm on phase 3 and have about 8 branch offices, yet the situation still says i have zero. I do have a lot of mods on so it could be some incompatibility with another mod.
BlaadFrost  [yaratıcı] 23 Haz @ 7:58 
Hi @Don't even Try it. I’m not certain it’s truly required—the tradition tree in my mod changes the leaders, but I think we can play without it. Still, to be safe, I’d prefer to include it.
Don't even Try it 23 Haz @ 0:14 
Sorry to ask this, but sometimes mods have weird rules on how "needed" their prerequisites are, is Galactic Paragons required for the mod to function- or is it a case of mechanics that just won't be usable?
Escaton 14 Haz @ 20:17 
Your trade policy sounds fun at all, but it is not even working, its just the vanilla policy. your value's do not apply at all.
BlaadFrost  [yaratıcı] 28 May @ 23:51 
It should be compatible, since I gave unique names to all my civics anyway, so the only compatibility issue you might run into is if two civics from two different mods have the same effects or something like that.
AltoidsMaximus 28 May @ 17:57 
For those who care about it, is this compatible at all with other civic-related mods?
BlaadFrost  [yaratıcı] 26 May @ 12:02 
@mr_ubik Indeed, I’ve made a lot of fixes—I really misunderstood how districts work in the new version! I’ve updated the mod with quite a few corrections. 🙂
BlaadFrost  [yaratıcı] 26 May @ 9:08 
Normally, I’ve renamed all the scripted variables correctly.
喵小夕 · F_thx 25 May @ 19:59 
Please provide a scripted_variables identifier to enable compatibility with the BPV More Building Slots mod.