Stellaris

Stellaris

Potent Rebellions (3.3 currently discontinued)
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Update: 7 Oct, 2017 @ 12:12pm

Initial Upload

Update: 6 Oct, 2017 @ 10:58am

Initial Upload

Update: 6 Oct, 2017 @ 2:34am

Multiple improvements to code, including:
-Secessionist revolts where the planet is >55% enslaved will now spawn slave republics
-Slave rebellions will now merge with slave republics as their first choice, a country of the same species that doesn't have slaves as the second (this wasn't the case before), and a country that is egalitarian and nearby as the third
-Implemented scaled sow unrest effectiveness (scaled by empire income), with the upper levels majorly buffed
-Level 1 Sow Unrest will now also add unhappiness modifiers to pops of your own species
-All empires that qualify to subsidise rebels will now be asked, not just the first one randomly chosen by the game engine
-Improved subsidise rebel and sow unrest weighting
-Added an intermediate option of giving a fleet that is 44-strong as well as a 96-strong one (so presumably this feature becomes more attractive to use)
-Patriotism buffed (-30% rather than -20% happiness, and revolts dependent on unrest rather than pop%)
-Nationalism buffed similarly, but will no longer appear if the pop is 'recently conquered'
-Made rebellions less likely immediately after conquest, but quicker under other circumstances
-Cut the army spawns of copycat revolts to Vanilla levels (or sub-Vanilla, for the slaves)
-Cut the fleet contribution of further planets joining the rebellion
-Fixed some minor bugs
-Russian localisations for sow unrest added, and multiple fixes to previous localisations

Update: 1 Oct, 2017 @ 10:45am

French localisations updated

Update: 30 Sep, 2017 @ 10:29am

Same as last (missed a bit)

Update: 30 Sep, 2017 @ 10:22am

-Updated German localisations
-Corrected some existing ones (in English and German)

Update: 27 Sep, 2017 @ 7:43pm

Hotfix for 'state terror' modifier not checking if there was already one on the planet.

Update: 26 Sep, 2017 @ 11:08am

-Added 'Sow Unrest' edict, as well as an in-built (rather than informal) way to subsidise rebels, and even give them a fleet
-Non-sapients will no longer be given 'feeling vulnerable' modifiers
-Added reductions in unrest for planets near to the capital
-Added a modifier for purgers: Costs a small amount per planet (10 energy and minerals), but they get -20% unrest on planets they are purging. This is because they nearly always failed before.

Update: 22 Sep, 2017 @ 11:22am

-Compatibility with 1.8:
-Updated overwritten Vanilla events.
-Disabled their new (buggy) solution to the rebels not having an ethic (mine is better as isn't random but takes into account the ethics on the planet).
-Replaced sentience with sapience.
-Made robots continue to only get happiness modifiers when they have happiness (1.8 made that more complicated).
-Added being assimilated as a modifier to make revolts faster.

Other Changes:
-Redid the fleet spawns using a new 1.8 mechanic. Fleets spawned now depend a lot more on the amount of planets revolting to that empire - one-planet revolts will not be a serious threat anymore, but five-planet ones might. That's the idea, anyway.
-Improvements to the randomness of wave unrest, 'free republic calls to planet', and patriot revolt events (made the chance be rolled for each planet, not for the country as a whole).
-Increased mtth by 30 days for chain unrest, plus made a revolt impossible in the first 5 days (as sometimes revolts happened even before the 'wave of unrest' event).
-Some tweaks and fixes to armies spawned by revolts.
-Some additions to the script to cut the chances that localisations and choices of whom the planet is ceded to are wrong.
-Some improvements to the way that rebel countries are given ethics.
-Slave revolts are now quicker to occur.
-Increased the unrest effect of armies slightly, and decreased that of slaves.
-Reduced the severity of many of the unhappiness modifiers (making room for sowing unrest).
-Added planet modifier pictures for planet modifiers.
-Disabled patriot revolt for synthetic and machine empires.
-Made spaceports be respawned if a rebellion merges with another country (necessary as a) why not and b) fleet power is used in the calculation for rebel fleet spawns, so not having a spaceport really matters for the size of fleet being spawned).

Update: 14 Sep, 2017 @ 3:49pm

-Better integration of slave republic functions to the main script (you won't get both the nationalism and the call of liberty modifiers (2x -25% unrest, but instead one -35% unrest modifier, and you won't get events for both the 'wave of unrest' and 'stirring up our slaves')
-Changed all the non-slave rebellions back to 2 armies per unhappy pop (some were already there, but I missed a few)
-Added modifiers to the MTTH of the initial (non-slave) revolt: It is now less likely to happen before any of the other unrest events, but more likely afterwards and also when there is 100+ unrest or you are purging. To balance this out in the early game, they are slower to happen before 60 years are gone.
-Quite a few minor fixes and some tweaks to localisations