Stellaris

Stellaris

Venture Politics
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Update: 6 Nov, 2024 @ 3:14pm

Update: 18 May, 2024 @ 12:24am

Updated to 3.12.

Biggest change is under the hood - this mod no longer needs to touch capital building definitions.

Instead, to toot my own horn, the devs implemented a suggestion I made in 3.10 to create an inline script to handle capital jobs for regular empires. Thus, I only provide an updated variant of the script and it handles the rest. This cuts out, by far, the most tedious part of updating this mod every patch.

Update: 1 Dec, 2023 @ 1:25pm

Updated to 3.10. References to governors, {admirals, generals} have been swapped to officials and commanders. Executive worship now takes advantage of the initial_skill effect instead of using custom events.

Update: 1 Nov, 2023 @ 7:23pm

With the addition of traders, re-balanced the Commercial District [urban moguls] to be just like other urban districts - freely buildable, but offering 2 jobs and 2 housing. The clerk swaps to a trader with the mercantile tradition that adds traders to other trade related buildings.

Update: 22 Oct, 2023 @ 11:22pm

Fixed an error that was preventing the Bancorp councilor bonus from correcting applying to trader jobs.

Update: 8 Oct, 2023 @ 5:18pm

While fixing oppressive autocracy's interaction with leisure arcologies, overlooked the warrior culture's swap to duelists. Sorted.

Update: 8 Oct, 2023 @ 3:44pm

Fixed an oversight that allowed empires with the Oppressive Autocracy civic to build leisure arcologies.

Update: 26 Sep, 2023 @ 11:55am

Fixed an oversight that prevented the mutual aid trade policy (worker coop empires) from being available.

Update: 12 Sep, 2023 @ 10:20pm

Update for 3.9

Employee Ownership civic removed as it's effectively now in Vanilla with the Worker Coop civic. Mission accomplished.

Retooled several bonuses to align with the new trader job. This is a not a pure power fantasy mod, and I try to keep things close to the spirit of the game.

-Banking Clans unique building provides 1 merchant, and +2 traders with the commercial enterprises tradition.
-Banking Clans' councilor improves trade value from traders.
-The Commercial District for Urban Moguls offers 2 trader jobs, with an extra +1 with commercial enterprises.
-The Commercial Arcology for Urban Moguls offers 4 trader jobs and 2 clerks, switching to 6 traders with commercial enterprises. I appreciate this because now all the arco districts offer 6 specialists.

Update: 12 Jul, 2023 @ 1:56pm

Updated the Integrated Trading Fleets civic to use the updated methods of applying trade value to starbase modules. Also adjusted the civic slightly to have a little more juice.