Stellaris

Stellaris

FutureCorp
19 Comments
The_Sea_Four 23 Jun, 2024 @ 6:01pm 
Unfortunately this mod now has a game breaking bug deprioritising certain specialist jobs.
Skill Less 26 Oct, 2019 @ 1:01pm 
the managers and executives no longer provide research production.. whould be cool to see an update for 2.5 :)
kjumper 21 Sep, 2019 @ 7:19am 
Got to say, I do love the flavor text you added for the start, with the tongue-in-cheek references to Apple, Amazon, and Google.
kjumper 21 Sep, 2019 @ 6:50am 
Don't know if you're still updating this, but it looks like that Executives and Managers no longer add a small trickle of science. At least, I think that's the case. I've disabled the mods that would most obviously cause a potential conflict with the jobs. If you could take a look at the mod, it would be greatly appreciated. I really liked this civic.
ITz Ghosty 16 Aug, 2019 @ 11:42am 
Does this still work with 2.3.3 with out breaking the game?
madpluck  [author] 1 Jan, 2019 @ 9:35am 
Oh whoops. I didn't see in the patch notes that pop jobs got updated. I'll just replace the vanilla file. I hate that I couldn't figure out another way to do it because I hate to use vanilla files.
kjumper 1 Jan, 2019 @ 8:09am 
This was a very fun little mod, and I think it was quite flavorful as well, without being too overpowered. However, I think it must overwrite the jobs files, as through process of elimination, I narrowed it down to this mod that seems to be reverting metallurgist output to 2 alloys per 6 minerals rather than 3 alloys per 6 minerals (per the update), which is clearly unintended behavior.
madpluck  [author] 31 Dec, 2018 @ 8:26am 
Sure @megamen212! Uploading now.
megamen212 28 Dec, 2018 @ 10:18am 
Hello, I made an elementary localization into the Russian language, I would be grateful if you add to the mod, here is a link to localization https://drive.google.com/open?id=1nSS9oUiKsgPYc1kEewaZSpwYPOAoI5zr
madpluck  [author] 15 Dec, 2018 @ 4:05pm 
Updated to include a random_name list for non-player empires - should prevent a potential crash (though no one reported one from it), according to the wiki.
Updated to generate a game-start middle paragraph unique to this government type.
Arrek 12 Dec, 2018 @ 10:58am 
@madpluck With regards to the Trade policy, I would make it like 25% of the Tradevalue for base, and 10% of the Tradevalue to Sci of each. My thought was to think of it as basically funneling all money into research grants on the homeworld.

Same thought to the research pact, if moddable make the research bonus to the player zero and it's only a percentage Tradevalue pact, basically EU4 style Knowledge sharing.

As to the AP perk, it might actually be a very interesting balance in itself, since you as a Tech Corp are now giving research bonuses to every Empire you have a Research Pact with. All of a sudden AI has a lot more power than normal.
madpluck  [author] 12 Dec, 2018 @ 4:30am 
My goal for this mod was to create something equivalent to Technocracy for MegaCorps.

Technocracy is pretty powerful IMHO, and all it does is add 1 Unity to Researchers, and replace 1 Admin with 1 Science Director, trading 3 unity and 3 amenity production for 5 of each Science (which is a very large gain), until you get to higher levels of the capital, when it grains 2 SD.

Already with Planetary Capital, this mod's bonus currently provides a +6 to each Science (+9 to Society actually), with zero trade-offs/losses. It would be tough to justify additional bonuses without the civic being totally OP, but if I can figure out how to make some of these suggestions happen (much harder for me personally), I will make a second version that is OP!

I really like the idea of an additional Trade Policy, but it seems like it would be REALLY strong since you're essentially taking a shortcut turning energy into research without first turning energy > minerals > consumer goods > research points.
Arrek 11 Dec, 2018 @ 10:23pm 
It'd be interesting to see a special policy for Trade to increase Science production, similar to the current Unity or Consumer Good version. Could tie it to the Civic.

Another idea is to perhaps also change the returns on the Commercial pact and the Research pact to allow either to have some benefits of the other.

Last idea I have is to modify the Megacorp Ascension Perk to make Research pacts influence free like the Commercial pacts, or to make that a Second tier Megacorp Perk. This being said a suite of Megacorp Ascension perks for better pacts, Increased Trust Cap (To help with Diplo Vassal), Or CBs based on Branch office locations (Thinking like the CK2 Republic TP>City>County CBs)
The Obelisk 11 Dec, 2018 @ 9:21pm 
I agree with the idea of branch offices generating research for something like this. I feel that something like this should feel more different from a normal megacorp than just "bonus research from some pops"
Colonel Moldcock 11 Dec, 2018 @ 8:21pm 
Sold!
madpluck  [author] 11 Dec, 2018 @ 7:28pm 
Well that's why I'm hoping for some feedback so I can tweak the numbers!
Colonel Moldcock 11 Dec, 2018 @ 4:36pm 
I like the idea but wouldn't it be a bit OP?
madpluck  [author] 11 Dec, 2018 @ 12:34pm 
Thanks for the feedback! I will put that in my notes, though I'd like to get some playtesting done for balance before adding even more research. This is sort of equivalent to Technocracy for now, and that seems like it would be another big boost! But it's a very well-themed idea :D
DrBLOOD95 11 Dec, 2018 @ 12:17pm 
Nice concept I like it, you should also make it so Branch Offices give us more research as well IMO.