Stellaris

Stellaris

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Pirate Codex Government Type
   
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31 May, 2017 @ 11:33pm
15 Oct, 2017 @ 2:47pm
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Pirate Codex Government Type

Description
NOTE: This mod is no longer being updated, but I will list alternatives that include it for those who want a something up to date:

Government Overhaul Open Beta by xnadu27:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1477839752
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This mod adds a custom pirate-themed authority and 46 unique civics for the player to choose from. It works with AI empires, but a policy to forbid AI empires from using it is also included. It is not balanced.

Compatibility:
This should be compatible with any mod that doesn't replace 00_subjects.txt or 00_tributary.txt. Please note that this mod was last updated for version 1.8.2 and is likely not fully compatible with later versions.

The civics are:

  1. Arms Dealers - Increases happiness and trade attractiveness by 10%

  2. Backroom Deals - Increases trade attractiveness by 15% and reduces the cost of consumer goods by 5%

  3. Battle Hardened - Increases the level cap of your leaders by 2, but increases the leader recruitment cost by 150%

  4. Big Damn Heroes - Increases damage against Reavers by 25%, increases damage against Pirates (including Pirate Lords and One Banner empires), the Swarm, extradimensionals, robots, and the Shroud by 10%, and gives you +20 reputation with regular empires

  5. Bounty Hunters - Gives you a special army type and allows you to sell an enemy governor for 500 minerals and energy when you successfully capture a planet (does not work on sector governors)

  6. Cannoneers - Increases ship damage by 10% and fire rate by 5%

  7. Chemical Weapons - Unlocks Scourge Missiles at the start of the game and gives you the option of irradiating a planet for one year and a half after you reduce its defenses to 0

  8. Clandestine Knowledge - Increases your monthly influence by 1 and shows you the location of one random Guardian on the map

  9. Code of Honor - Increases monthly influence by 1, trust growth by 10%, and leader lifespan by 10 years; also reduces diplomatic influence cost by 10%

  10. Con Artists - Increases trade attractiveness by 20% and trust growth by 10%, but decreases energy generation by 10% and unity generation by 5%

  11. Cutthroats - Increases army damage and army morale damage by 10%

  12. Escape Plans - Decreases emergency FTL jump damage by 10% and reduces the emergency FTL cooldown by 25%

  13. Drug Dealers - Increases army morale by 10% and happiness by 5%; decreases the cost of consumer goods by 10%

  14. Fortresses - Increases planetary fortifications by 8%, military station hull points by 10%, and allows for the creation of one unique military station in a ruler's lifetime

  15. Glorious Fleet - Increases ship hull points by 8% and allows you to create an oversized ship

  16. Information Network - Increases planet sensor range by 10% and establishes communications with all enclaves at the start of the game

  17. Iron Fist - Decreases unrest by 10; allows you to take full ownership of recently conquered worlds, but increases army upkeep by 200%

  18. Leviathan - Creates a controllable guardian dragon in your system at the start of the game, but decreases your monthly mineral gain by 65% and your monthly energy gain by 10%

  19. Loose Organization - Increases fleet capacity by 80%, but decreases unity output by 45%

  20. Matter Reconstructors - Gives you a chance to create a copy of a neutral ship that you just destroyed (does not work on regular ships or crisis ships), but increases your ship cost by 25%

  21. Mercenaries - Increases army health by 20% and army damage by 10%, and reduces army build costs by 10%

  22. Mining Camps - Increases monthly minerals output by 15%, but reduces happiness by 5%

  23. Mobsters - Increases army build speed by 20% and decreases army build cost by 5%, but reduces army morale by 10%

  24. Monster Hunters - Increases damage against various neutral fleets (including guardians) by 20%

  25. One Banner - Gives you control of all pirate fleets at the start of the game, changes your country type to a custom one that ignores empire borders and can survive without a planet, increases your fleet capacity by 500 and reduces your ship upkeep costs by 100% (you will have to pay for the first few months), but every other faction will hate you and you cannot form alliances
    (Note that there can only be one empire that uses One Banner, other empires won't gain its benefits)

  26. Pillagers - Gives you up to 60 minerals, energy, and food each month you bombard a planet

  27. Pioneers - Reduces the increased costs from building a frontier outpost away from your territory by 100%, but reduces your influence gain rate by 55%

  28. Pirate Lord - Makes you start with a Pirate Galleon and changes your country type to a custom one that ignores empire borders and can survive without a planet

  29. Pirate Radio - Increases ship upkeep by 10%, frontier outpost build cost by 100%, but gives you a random assortment of pirate ships at one of your frontier outposts (includes edict to disable in case your upkeep becomes too expensive)

  30. Pyramid Schemes - Increases energy output by 15%, but decreases happiness by 5%

  31. Rabble Rousers - Your fleets increase unrest by 20 and decrease happiness on other empires' planets by 10%; does not work on Hive Minds, Reavers, empires with the Tight Ship civic, or other empires with Rabble Rousers

  32. Ration Distribution - Decreases food consumption by 20%

  33. Reavers - Increases morale damage by 25%, increases happiness and food output by 10%, allows you to build reaver armies, makes your ships reduce the happiness of non-reaver worlds by 15%, changes your country type into a custom one that is hostile to everyone and can only declare war, gains food when purging pops, gains research when destroying ships

  34. Renegades Welcome - Increases migration attraction by 5% and gives you a chance of getting a free leader approximately every 120 days

  35. Scavengers - Decreases ship costs by 5% and gives you a small amount of energy and minerals whenever you destroy a ship

  36. Scrapyards - Decreases ship costs by 10% and increases ship repair rates by 10%

  37. Scorched Earth - Orbital bombardment has an increased chance of killing pops and ruining buildings, as well as a chance to destroy ruined buildings

  38. Secret Caches - Increases maximum energy credits by 3000 and maximum minerals by 2500

  39. Slave Traders - Gain energy credits for each non-robotic pop you purge and unlock slave armies at the start of the game

  40. Spy Cabal - Gives you the option of assassinating enemy governors for influence or kidnapping and reprogramming them to work for you after your army takes control of a planet (does not work on sector governors); also gives you an edict that makes you kill your enemy's ruler after you win a war against them

  41. Swift Scourge - Increases ship movement speed by 10% and ship combat speed by 10%

  42. Tight Ship - Increases unity output by 10% and decreases planet unrest by 10

  43. Treasure Hunters - Increases anomaly discovery chance by 15% and survey speed by 5%

  44. Treasure Planet - Makes it so a random planet in your starting system has a massive deposit of 90 energy and minerals at the start of the game

  45. Vagabonds - Increases habitability by 10% and cuts colony development speed in half, but your starting colony ship shelters are replaced by basic shelters that must be upgraded

  46. Wanted - Increases unity output by 50%, but decreases leader lifespan by 20 years

Some civics are incompatible with certain ethics, and the Pirate Codex authority is incompatible with any vanilla civics other than Mechanists, Syncretic Evolution, and Fanatic Purifiers
Popular Discussions View All (1)
5
27 Aug, 2018 @ 1:25pm
Does anyone want to take over?
BrutishMrFish
135 Comments
BrutishMrFish  [author] 8 Apr, 2023 @ 8:57am 
Don't both with my mods. I'm not touching Stellaris anymore, and I'm sure this one is totally broken by now.
BlackHatJacob113 7 Jul, 2022 @ 9:14am 
How do you find the files for Event 18? What folder is it and the rest of the mod in?
Whibedu 29 Mar, 2020 @ 8:14am 
I was wrong 2.6 and 2.5 require you going in and deleteing event 18 useing some of the instructions under this comment
Whibedu 29 Mar, 2020 @ 7:52am 
strangely enough, after an event window at the begining it stops so this is "compatable" with 2.6 (it still has a few broken civics) no fix needed, 2.5 use the command "debugtooltip" to find the event number (I believe event 16) go into the files, to hidden pirate events, use the find command control f to find it and delete all of the event then you are good to go, this is the spy cabal event which is why I said it a known to be broken
Whibedu 29 Mar, 2020 @ 7:36am 
sorry bomb boy, it completely breaks when you run it through the launcher, I am attempting to fix it for 2.6 in a personal version today just see how it works in linux, afterwards I will tell you how to make to patch, (note: the spy cabal civic is known to be broken)
Bomb boy 11 Mar, 2020 @ 1:41pm 
can you get it back up
Whibedu 9 Mar, 2020 @ 3:33pm 
hey sorry, as soon as I separate the file from the original the mod breaks, I will try to fix it but until then the mod is deleted
Whibedu 8 Mar, 2020 @ 4:49pm 
I just made it, it is at this location however as the description states many civics are likely broken including spy cabal and this is an update that I will continue, but the mod is going to stay in it's current state and only updated to keep compatibility with updates, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2017609282
Whibedu 8 Mar, 2020 @ 3:58pm 
ok thank you, it will be done today or tomorrow
BrutishMrFish  [author] 8 Mar, 2020 @ 9:23am 
Go right ahead. Thanks!