Stellaris

Stellaris

Venture Politics
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Update: 11 Apr, 2020 @ 6:17pm

Added some ground work for a new civic. Don't pick it yet (You'll know which one, it doesn't have an icon yet.) I uploaded this version to coordinate for an MP game.

Update: 7 Apr, 2020 @ 5:00pm

v2.6.3

Updated trade policy code to include patch change allowing for wealth creation to be used in a Trade League.

Update: 2 Apr, 2020 @ 12:14pm

v2.6.2
Civics

  • Added support for Habitat Capital buildings with Banking Clans and Scientific Syndication civics. You will now receive the appropriate 1 ruler job with an upgraded Habitat administration building.
Technical
  • Added text support so that regular technocracy empires will also see the description for the Science Director Job when they mouse over a habitat administration building supplying the job, since it was missing from the code. Hopefully this gamebreaking bug is addressed by the devs in the future.

Update: 29 Mar, 2020 @ 12:10pm

v2.6.2

Technical

  • Fixed an issue where the Urban Moguls variant of "Restore Ecumenopolis" (Relic World) was overwriting the base version, making relic worlds unable to be restored without the civic. (Thanks Icegloo24!)
  • Edited the spacing in the replaced localisation for Common Ground, so that "-Corporate" now reads as "- Corporate", just like how the vanilla text is formatted. Origin should now be literally playable again.


Update: 28 Mar, 2020 @ 8:33pm

v2.6.2

Civics

  • Scientific Syndication's unique trade policy, Patent Profiteering, had conversion rate on science reduced to 0.1 of each, from 0.15. This is to better align the total science gain (0.3) with unity and CG conversions (0.25.)
  • Founder-CEO Cult's bonus science from clerks reduce to +0.5 of each, from +1. This is to better align total science gain (1.5) with unity benefits from other civics (1.)
  • Peak Production's unique planetary feature, Colossal Manufactory, has had its jobs adjusted for Arcologies: instead of 2 administrators, it now gives 1 of each refiner job. This is move the synergy away from executive worship and towards Refining Consortium.
  • Peak Production's unique planetary feature, Colossal Manufactory, now should support being captured by a gestalt empire and converting to drone jobs / fabricators in the case of machines.

Technical
This mod adds a colony designation for ecumenopolis planets called "Ecumenopolis Trade." This grants +15% planetary trade value. This is to match what habitats and ringworlds get (although they get +20%.) It also seems like a bit of a gap in the base game.

Update: 26 Mar, 2020 @ 11:06am

v2.6.2

Origins
Common Ground
Empires that choose this origin and have Corporate Authority now start as a Trade League instead of a Galactic Union.
Localisation updated to reflect this.
Trade League policy will automatically kick in after an in game day or two, at the very first moment it's wealth creation- but fear not.

Civics

  • Scientific Syndication's unique trade policy, Patent Profiteering, can now be used while in a Trade League.
  • If you take both this civic and Common Ground origin, the policy will default to Trade League.
  • Peak Production's unique decision, Intensify Industrialization, has had the random roll for downsides re-weighted to be less punishing, for both regular and Arcology planets.
  • Peak Production's unique decision, Intensify Industrialization, has had its mineral cost reduced to 800 for regular planets.

Technical
The last update created the economic category "planet_clerks" in relation to Founder-CEO Cult. Between the uploaded files and the development files I forgot to insert the category = planet_clerks line into the uploaded clerk job's resource output. This has been fixed.

Update: 23 Mar, 2020 @ 12:05am

v2.6.1

Changes
New Content
  • Added civic Scientific Syndication, a loose analogue to non-corporate technocracy. Requires fanatic materialist. Exclusive with Banking Clans as both add capital jobs.
  • Added trade policy Patent Profiteering as a part of the new civic. Swapping to it at game start is about equal to building a research lab in terms of research output.
Balance
  • Automated Workforce has been adjusted to now only require some type of materialist instead of fanatic.
  • Consumer Culture Trade Value increased to 0.20 per pop.
  • After number crunching and playtesting, Executive Worship has had its Ruler happiness boosted to +10% and Ruler political weight increased +100%. Political Weight is linear, so for example under Stratified Economy the ruler weight goes from +900% normally to +1000% under this civic. Enough executives playing golf should now be able to overcome the petulant whining of the indentured servants.
  • Premium Membership ethics requirement changed from "Xenophobe" to "NOT Xenophile." In the current federations build, xenophobic megacorps are simply far too punishing. (This mod was originally written in 2.4.)
  • Premium Membership ethics attraction increased to +25% due to the consequence of non-xenophobes getting more immigrants, etc who will make your ethics shift more.
  • Internal Acknowledgement that my Icon recolors are bad and I should feel bad
Coding & Maintenance
  • Added economic category planet_clerks so that any science produced via Founder-CEO Cult is now properly referred to as coming from Clerk Jobs and not "no category." As a side effect, this clerk science can now by affected by modifiers to job output of the relevant types.
  • Reassigned Refining Consortium Icon to Scientific Syndication, and added new Icon for Refining Consortium.
  • Fixed literally unplayable typo in Premium Membership description that referred to a "Megacorporpation."
  • Updated image album to reflect civic changes

Update: 21 Mar, 2020 @ 12:01am

v2.6.1
All civics verified for current version.

Update: 21 Mar, 2020 @ 12:01am

Update: 20 Mar, 2020 @ 11:59pm

Fixed a typo and a slight error with one ethic requirement.