Stellaris

Stellaris

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Tactical Envoy Agency
   
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7 Mar, 2023 @ 9:36am
29 Oct, 2024 @ 12:00pm
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Tactical Envoy Agency

In 1 collection by N0bbody
N0bbody's mods
3 items
Description
Tactical Envoy Agency
Recent Update
Not compatible. I've looked through the update and how things changed. Surprise, surprise; a lot did. I'm currently fighting with making sure the buildings are available in the proper districts, which is a hassle. Then there's also the issue with balancing. When's the ETA? ¯\_(ツ)_/¯

The Idea

Despite the loss nerfs and reduced use of envoys, they're still useful and the insight techs aren't enough to satisfy the need for those envoys. Which is why this mod exists. With the help of a few new buildings, jobs, policies and edicts I aim to fill the gap.

The Solution

After researching the first Decription Tech and upgrading your capital building, you'll gain a new building, which provides jobs although those are a bit less relevant. Additionally, once you research both Encryption and Decryption, you'll also gain new policies which boost either your diplomatic weight or Espionage stats, at the cost of the other. Lastly, once you finish one of the non-psionic Ascension Paths, you'll also gain access to a new edict,which boosts your Espionage stats for some unity.



The Buildings

The new building and it's upgrade, are the "Tactical Envoy Agency Academy" and the "Tactical Envoy Agency Central Facility". The first one is unlocked through the first Decryption Tech, the second through the second De- Encryption Techs. The building adds jobs and partial envoys.

--T.E.A. Academy--
  • Adds one Operative Job
  • Adds 0.5 envoys
  • Limited to one per planet
  • Requires an upgraded Capital Building
  • One per Planet

--T.E.A. Central Facility--
  • Adds one Operative and Officer Job
  • Adds 1 envoy
  • Limited to one per planet
  • Requires an upgraded Capital Building
  • Is an Upgrade to the Academy



The Jobs

The two new jobs are TEA Operatives and TEA Officers. The Operatives produce some society research and add a little bit of naval and admin capacity, they're also affected by Byzantine and Efficient Bureaucracy civics. The Officers produce some unity, stability, amenities as well as some admin and naval capacity.

--Operative--
  • Society Research: 6
  • Naval Capacity: +1
  • Edict Fund: +1
  • Affected by Byzantine and Efficient Bureaucracy

--Officer--
  • Unity: +6
  • Stability: +5
  • Amenities: +3
  • Naval Capacity: +5
  • Edict Fund: +5



The Policies
The new Policies are unlocked once you research the En- and Decryption Techs of a certain Tier, be it Tier 1 or 2. The policies allow you to focus on either increasing your diplomatic weight, at the cost of Espionage, or increase your Espionage, at the cost of your diplomatic weight. There are two levels in either directions.

--Diplomacy Focus 1 or 2--
  • Decryption - 1 or -2
  • Encryption - 1 or -2
  • Diplomatic Weight Multiplier +15% or 30%
--Espionage Focus 1 or 2--
  • Decryption + 1 or +2
  • Encryption + 1 or +2
  • Diplomatic Weight Multiplier -15% or -30%



The Edict
The Edicts are a simple way of allowing non Psionic empires to get a similar Espionage rank. The idea here was that every Ascended empire has options to use their specialization as an advantage in Espionage, e.g. biological empires shapeshifting; cybernetics using gadgets; synthetics encrypting/decrypting codes better. So whilst Psionic empires can read minds freely and without effort, others can achieve similar results through additional resources. These edicts are unlocked after you finish one of the Ascension Paths.

Biological Subterfuge/Cybernetic Subterfuge/Robotic Subterfuge
  • Decryption +2
  • Encryption +2


Other Stuff

A collection with all of my current mods, works well together if you want to play a spy-focused game.

If you find any bugs, mistakes or improvement suggestions please post them in the comments and I'll see what I can do about it.
9 Comments
N0bbody  [author] 22 May @ 4:58am 
I'm currently going through the update, trying to see what changed and how it affects the mod. It'll get updated once I know what needs to be done.
WRXKiller-GM 22 May @ 2:06am 
Any plans for this mod to be updated due to the massive changes that have been done in 4.0 recently?
Wheelies On Wheels 1 May, 2024 @ 6:02am 
Very based, thank you!
N0bbody  [author] 28 Apr, 2024 @ 6:08am 
I did try and make it more "immersive" by giving hives and machine empires alternative buildings and job names, not sure how well it worked out though.
Wheelies On Wheels 28 Apr, 2024 @ 5:19am 
Can look out of place for machine empires, but other than that it's great for replaying as machiavelian empires. Must have!
N0bbody  [author] 2 Dec, 2023 @ 4:27am 
Not really a fan of the Central Office of Foreign and Federal Economies and Ecosystems, but that's subjective taste. Might think about it if I get an Idea for it.
Maschinenmensch 2 Dec, 2023 @ 3:09am 
Nice. When will c.o.f.f.e.e. be added?
N0bbody  [author] 10 Mar, 2023 @ 2:52pm 
Nope, I meant admin cap but thanks for reminding me that it's a dead value. Will replace it with edict fund, thanks for noticing.
ghosterino 10 Mar, 2023 @ 1:05pm 
By "admin cap" you mean "edict cap"?