Stellaris

Stellaris

Venture Politics
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Update: 17 Sep, 2021 @ 9:13pm

Updated for 3.1

Changes

Most everything is the same but reworked to be compatible with the new code.
Peak Production's interaction with foundry and artisan jobs uses the new modifier (thank you devs) so it doesn't need to touch the job definitions. However, it now shows up on the planetary feature. Appropriately designated colonies still get an output boost, with a +5% to both types added for Industrial worlds. There are no Industrial Ecumenopolis colony designations in vanilla at this time, though.

Banking Clans' special building starts as +1 Merchant, +1 Executive, but transitions to +2 merchant with the tradition from the Mercantile tree.

Urban Moguls' commercial district and arcology unlock an extra merchant from mercantile's relevant tradition. This might be too OP for the regular planet district. The devs wanted trade builds to have more gas, so here we are. I added a small CG upkeep to the commercial district to create a bit more friction to put the brakes on too much spam.

Most of the other civics look fine, but bug reports are appreciated. I can't playtest them all this fast!

Update: 24 May, 2021 @ 11:57am

Added a policy flag declaration to the default trade policy (wealth creation) so it wouldn't break Ethics & Civics Alternative features which check for that flag.

Various vanilla policies lack a flag on the default choice.

Update: 20 May, 2021 @ 11:43am

Updated to 3.03

Primary change was to Peak production civic. It now operates in line with the alloy foundry and civilian factory building lines, boosting job output.

Because this is extremely powerful, the special planetary feature now has an appropriate upkeep cost.

I may nerf this civic later, it is extremely good.

I am also keeping an eye on the commercial districts of Urban Moguls. May need to tweak jobs a little more.

The civic set can also now be used while being galactic sovereign, although ethics restrictions do still apply, just like normal civics.

Update: 20 Apr, 2021 @ 12:53am

v3.0.1

Fixed an oversight relating to pop demotion time and resettlement costs. These now align with the updated 3.0 values.

Adjusted the internal name of the Commercial Arcology (Urban Moguls civic) to avoid object name conflict with Planetary Diversity - More District's obviously inferior knockoff version.

Update: 18 Apr, 2021 @ 11:32pm

Updated to 3.0

Civics
-Banking Clans unique building now grants 1 merchant and 1 executive. This is because Merchant, executive, and manager pops all received 50% more base trade value in the 3.0 update; you actually get slightly more yield than before, but 2 merchants off the bat would have been way too strong.

-Consumer Culture has been renamed from civic_consumerism to civic_consumer_culture because one or more other popular mods use the same internal name. Should clean that up. The value of the per-pop trade bonus has been increased slightly to be in line with other updated per-pop trade values.

-Efficiency Experts effect on Managers has been adjusted from -2 society, +1 unity, +1 TV to now have +2 TV. In conjunction with the 3 base TV from the normal job, this yield spread better justifies the 2 CG cost.

-Peak Production's unique planetary feature, the Colossal Manufactory, no longer provides jobs itself. Instead, it acts as an additional "Alloy Foundry" type building, granting +1 job to Industrial districts (defaults to metallurgist, but industrial world designation converts it to an artisan) as well as the foundry and factory arcology. It retains a +10% Alloy/CG output bonus on the feature itself.

-Reclamation Division now also reduces blocker clear cost.

-Urban Moguls has been heavily modified in light of the greatly reduced utility of Ecumenopoleis. Regular planets can use a decision to designate the planet a "corporate world." This disables and removes any generator districts on the planet; it also enables a new district instead, the Commercial District. You cannot build these directly; you can use another planetary decision to convert 1 city district to 1 commercial district. This ability unlocks with the tech Offworld Trading Company. These districts do benefit from traditions in the prosperity tree as well. Should you remove the corporate world designation, commercial districts will be converted into city districts and the generator slots will be re-enabled. Should you convert the planet to an ecumenopolis, the commercial districts will convert to commercial arcologies 2:1. The basic commercial district itself provides 1 merchant and 1 clerk, with +1 clerk using that tradition. This is intended to allow Urban Moguls empires to operate planets that produce money from trade (the jobs provide 14-16 TV base) instead of technicians, who now provide 12 base energy per generator district, and 18 with an energy nexus, as well as +100% in tech bonuses. I am aware that merchant pops are extremely strong; this is why you have so many brakes preventing rapidfire spamming of these districts.

In addition, the Commercial Arcology provides fewer jobs now: 2 Merchants 4 clerks. However, it gains an additional merchant @ Interstellar economics, and a 4th merchant if the planet has a Galactic Stock exchange. This is to prevent those of you who use my Ecumenopolis start mods from achieving too much yield from a trade-value-per-exotic-gas standpoint. With the buffed merchants generally, I feel it still gets rolling quite well.

WHEN YOU APPLY AND REMOVE the corporate world designation, the district UI may look slightly off. All you have to do is build or remove any district and it will be fixed.

I may need to tweak the values on some civics as new metas evolve. Feedback appreciated.

Other Balance
Leisure Arcologies now provide Managers instead of culture workers for corporate empires. I figured this oversight has been in the game long enough.
The Imperial Capital properly grants Merchants and head Researchers for the relevant mod civics. I wasn't able to test this specifically much, keep an eye out. Tweaking Capital buildings is a HUGE PITA.

Update: 28 Nov, 2020 @ 1:09pm

Fixed an oversight where Advanced Habitats could not build housing buildings (luxury or communal.) The conditions are now properly identical to the base game.

Update: 4 Nov, 2020 @ 10:31pm

v2.8.1
Fixed a typo preventing random name generation for gov_megacorporation (accidentally introduced when merging 00_empire_names data for necroids.)

Update: 4 Nov, 2020 @ 4:52pm

Updated to 2.8.

-Automated workforce can now be removed after game start
-Habitats with upgraded capitals now properly benefit from Voidborne.

Update: 14 May, 2020 @ 5:00pm

v 2.7.1

Changes

Civics
Employee Ownership now bars xenophobes. This allowance was resulting in a condition where slave pops had undefined upkeep. You will now need to treat your interns better.

Technical
Incorporated changes to districts in this mod to conform with 2.7 requirement to list a district_set for habitable worlds.
As far as i can tell, Maniacal Monopolist's unique wargoal/CB conform to the new requirement that peace options by defined. If there's a bug with it please raise the issue.

Update: 12 Apr, 2020 @ 7:12pm

v2.6.3

Civics

  • Added new civic, Maniacal Monopolists
  • Similar to how Determined Exterminators act like purifiers only towards non-machines, Monopolists act like purifiers only towards other megacorps (-1000 mutual opinion, and a total war Casus Belli!)
  • Because Xenophobic corporations don't work well, (just play Fanatic Purifiers if you want that) this civic requires Fanatic Militarism.
  • Because they mostly get along with other people (-10 opinion with non-corporations) they do not get a ship attack bonus like other genocidals. Instead, they get cheaper branch offices and more productive branch offices - to offset the inability to use Hostile Takeover and to fit the megacorp theme of being profit-motivated.

Technical
While the diplo/war goal side of this is completely standalone, I did not actually edit the 00_diplo_actions file to fully block things like a monopolist being outright prevented from doing deals with other megacorps. But because of the -1000 opinion, it's not like they were going to sign your treaty anyways. This is for compatibility reasons, but gameplay should be the same. (You just won't get a red mouseover text saying "We don't deal with the competition, we destroy them!")