Stellaris

Stellaris

Venture Politics
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Update: 1 Jun, 2023 @ 4:57pm

3.8 update. Added councilors to all civics.

One change is that, like how merchant guilds & consumer culture boost clerks, the Banking Clans civic requires editing the merchant job definition in order to apply the effect.

Update: 24 Apr, 2023 @ 3:42pm

Monopolists civic's unique wargoals are now generally compatible with other modded forms of megacorp authority through the use of the 'is_megacorp=yes' check. (This still doesn't work in civic definitions themselves, sorry guys. Complain to PDX.)

Also fixed an issue that prevented efficiency experts' culture worker bonus from working properly.

Removed the need to adjust the event origin.55 because subsequent game updates allow you to select a federation type at the start anyways.

Update: 9 Apr, 2023 @ 10:50am

Quick fix to ensure the Holy Covenant trade policy option works with this mod (which adds a trade policy for scientific syndication.)

Update: 7 Apr, 2023 @ 10:24am

Fixed an oversight of not including a set of defines in the capital buildings file, which left them not properly providing building slots.

Update: 25 Mar, 2023 @ 6:49pm

Updated to 3.7.

Fixed some capitol building stuff and other things. Relatively little needed to mesh with the story pack.

Added a scripted trigger 'has_megacorp_mod_active' for modders to use for compatibility purposes.

Update: 31 Dec, 2022 @ 12:44pm

Some fixes to 3.6 updates - random names should be working again.
-Commercial Districts from Urban Moguls now properly gain extra clerks from trickle up economics tradition
-There's a variant of radiotrophic for toxoids, so you can do those pollution-powered tomb world runs in style.

Update: 20 Dec, 2022 @ 8:45am

Update: 6 Dec, 2022 @ 4:13pm

Update: 30 Sep, 2022 @ 11:14pm

Several changes with 3.5.

Some of these help reduce the breadth of files that are changed.

-Consumer Culture now adds a roughly similar bonus trade value from pops via a new modifier added with culture worker overhaul instead of relying on the archaic method of attaching it to pop social classes.
-Urban Moguls now once again boosts planet build speed instead of adjusting the amount of time it takes to finish the arcology project. Maintaining the set of relevant decisions was tedious.
-Urban Moguls' commercial arcology also now goes from 2 Merchant / 4 clerk to 4 merchant/ 2 clerk with the relevant mercantile tradition, instead of just adding 2 merchant jobs. Ain't nobody need that many clerks.

-Efficiency experts no longer boosts managers. Manager spam was too strong, guys. Instead, it adds a more flavorful pop job upkeep reduction to culture workers. This is better than you might think!
-Peak Performance was flattered with paradox finally adding its spiritual successor, Relentless Industrialists, to the base game. An oversight was fixed where the colossal manufactory planetary feature would add mineral upkeep to catalytic technicians instead of food.

-Founder-CEO cult's stability bonus replaced with an edict upkeep reduction

-Maniacal Monopolist's casus belli and opinion modiiers are now compatible with ethics/civics bug branch.

Update: 28 Jul, 2022 @ 10:39am

Updated a specific file so that pop relocation has the same cost types as the base game. A minor oversight i forgot to change.