Stellaris

Stellaris

Red-Light Demeanour: Civic Mod
152 Comments
Wilmfe23 22 Dec, 2021 @ 11:26am 
sex actually could be a good policy to include. Maybe just 3 options: Decency, neutral and free. Decency would give a boost to unity and overall production but lower pop growth and free would do the reverse.
Thauma'  [author] 11 Dec, 2021 @ 2:31pm 
I am not actively developing the mod anymore, so I don't know what to do to fix it.
Journeyman Prime 11 Dec, 2021 @ 9:07am 
Can confirm the habitability issue is confined to this mod.
Thauma'  [author] 23 Sep, 2021 @ 2:14am 
Is that with this specific version of the mod, or the latest one? I have already posted a link for up to date versions of the mod,and I am no longer maintaining this
fredrowe234 22 Sep, 2021 @ 3:20pm 
This mod causes a habitability bug for me with other mods in regards to robo pops.
Also, the new mod is:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2506687667
The Paragon 8 Jun, 2021 @ 8:22am 
Forgot to post this on this mod page, but I've updated the mod for 3.0.*. You can find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2506687667
Sar Meister 24 May, 2021 @ 6:52am 
please update
Grendain 29 Apr, 2021 @ 9:07am 
Pls update for 3.0.1
Forastero Misterioso 11 Jul, 2020 @ 2:50am 
Hello I'm interested in traducing this mod to spanish, please contact with me
TruBlu 24 Apr, 2020 @ 6:22pm 
you'd think the crime would sky rocket tho
The Paragon 17 Apr, 2020 @ 11:17am 
I made an updated version for anyone who wants to use it for 2.6 and beyond. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2064493897
Sjru 🐲 26 Mar, 2020 @ 12:51pm 
Oof
Thauma'  [author] 26 Mar, 2020 @ 2:54am 
Oh right, they changed a lot of the gamerules... if you wanna fix it yourself, you can, but I have lost interest in this mod long time ago
Sjru 🐲 25 Mar, 2020 @ 7:33pm 
Took me some time to find out the cause but yes, this mod is completely broken, it allows the fallen empires to join the galactic community for some reason!
Ceyrenn Ordo 24 Mar, 2020 @ 10:07am 
Heads up, I noticed that since 2.6 this mod causes almost all AI start with an Advanced Start, even when the option is turned off.
Thauma'  [author] 20 Mar, 2020 @ 1:16am 
you find it in the workshop folder in your steam folders
Black Jesus 19 Mar, 2020 @ 6:30pm 
I'm not trying to be funny I'm literally not sure how to do it. But how do you copy and then update a Stellaris mod? Is there mod tools that allow me to copy and save a mod?
BallsRoll 18 Mar, 2020 @ 1:39pm 
tnx for the mod bro
Thauma'  [author] 18 Mar, 2020 @ 2:10am 
Well it still sshould work, I haven't modified anything that was modified in 2.6, so y'all can still play with it, but if you feel the imperative, you can just copy this mod and update it
Sjru 🐲 17 Mar, 2020 @ 8:49pm 
So this wont' get updated at all? :< that's sad
Thauma'  [author] 1 Mar, 2020 @ 3:00am 
I don't know if I have the will anymore, this mod has kinda fallen into the background for me.
Black Jesus 29 Feb, 2020 @ 8:37pm 
Also will this get updated for the new version?
Black Jesus 29 Feb, 2020 @ 8:37pm 
Whats is the 00_rules bug that I need to look out for? As I plan to go through my mod list and prepare for Federations expansion.
IAmSpartacus 10 Jan, 2020 @ 4:32pm 
MEGA HOoKERS
Lulamine 9 Jan, 2020 @ 2:03am 
The civic seems to be missing, now my Khoran Cat Distributors cant give the galaxy their lovely products...
Damn you paradox, fix the launcher :V
Thauma'  [author] 14 Dec, 2019 @ 4:29am 
Hello folks, please take out your "me not updating the mod" rage on Paradox, for creating the worst launcher in the universe.
Spider 13 Dec, 2019 @ 3:25am 
It works just fine in 2.5, aside from the aforementioned bug with 00_rules.
Atomos 23 Oct, 2019 @ 11:14am 
oooh limited to megacorps? I want to have one for non corporate empires. Would be niiice
Gamer 29 Sep, 2019 @ 5:00pm 
Is it me that i want is a version of red-light demeanour Civic but Only to non corprate authority but the Exceptions are on machines and hive minds
Thauma'  [author] 17 Aug, 2019 @ 1:09pm 
I will look in to it when I have time.
Skelsa 17 Aug, 2019 @ 10:37am 
Hi! It seems like you did not update the 00_rules properly. Thus Cyborg pops can not live on machine worlds and pops can grow on crisis occupied planets (fixed in 2.3). I would be glad if you could update your file, thank you!
Journeyman Prime 10 Jul, 2019 @ 4:43am 
Thank you
Thauma'  [author] 3 Jul, 2019 @ 10:58am 
I will implement that eventually...
Journeyman Prime 2 Jul, 2019 @ 8:24pm 
Is there any way you could make it so that any species with traits that boost amenity production on a planet are prioritized for the Pleasure Workers job? It annoys the hell out of me when I have charismatic pops on the planet in the worker class, but the system just makes a pop that doesn't have the charismatic trait work the job instead, while the charismatic pops work the clerk jobs. I deliberately edited those species to make them ideal Pleasure Workers, but instead the system decides their better off behind a store counter or working in a 2500 AD Wal-Mart than a brothel house. Its immersion breaking and annoying.
tseikk1 25 Jun, 2019 @ 3:38pm 
As for branch office brothel houses, at the moment they are a worse entertainment megaplex. I suggest adding a +50% xenophile ethics attraction modifier, similar to how megachurch's temple of prosperity works.
Thauma'  [author] 25 Jun, 2019 @ 3:24pm 
That requires replacing buildings, I want this mod as compatible as possible with other mods, so I cannot do that.
tseikk1 25 Jun, 2019 @ 3:22pm 
-Make the Brothel Houses building provide 4 jobs and the jobs provide 2,5% pop growth for a total of 10%/building. Have the upgraded version(s) (if there is one) double that. Limit the amount of brothel houses to 2/planet.

-Make Commercial Zones provide +4/+8 clerks and +1/+2 pleasure worker jobs for each tier

-Make the Brothel Houses building give +5%/+10% xenophile ethics attraction for each tier, akin to spiritualists' temples

-Maybe add a higher class prostitute job that replaces the entertainer job, similar to how warrior culture works?

Personally I would do all of the above. The thing is that unique buildings need to be able to compete with the holy trinity: Science, alloys and consumer goods. If a building is weaker than any of those three, it will never be built.
tseikk1 25 Jun, 2019 @ 3:19pm 
First of all, penalty to resources from jobs absolutely needs to go if you ever want it to be worth it to build brothels in your own planets. When planets get bigger pleasure workers start draining more resources than providing, and it actually gets pretty huge when you do the math.


Currently pleasure workers are a combination of the two worst jobs in the game: Medical workers, which are considered never to be a good investment, and clerks, the jobs that are only taken if literally none others are left. To make the jobs viable I have a few ideas I will list:

-Remove the consumer good cost. There is no reason for this worker-class job to be more expensive than others, at least not in its current form. This would make them just slightly better clerks that take up a build slot. They'd still probably be very bad. This would be the easiest band-aid though.
Thauma'  [author] 25 Jun, 2019 @ 2:51pm 
I will have to look into how that works, since it was hell figuring out how to make the commercial pacts work.
tseikk1 25 Jun, 2019 @ 1:12pm 
Here is what I would do:
Scrap the whole commercial pacts thing, and instead tie it to branch offices. Have it so that establishing a branch office gives a decaying growth/happiness boost for both empires. Keep the bonuses a bit smaller, for example +5% happiness and +10% growth, and have the duration be decently long, but also have it stack to up to 3 times to avoid ridiculous bonuses.

This makes the boost less instantaneous, but potentially even stronger. Also makes it accessible for Syndicates.

Lower the base happiness boost of the civic to 5%. 20% will still be possible, but harder to do.
Remove the specialist output nerf. (This one is really REALLY crippling, much worse than you'd think)
The rest I think is fine, provided pleasure workers get buffed a bit too.
I will write something for pleasure workers later, they are a bit harder to balance.
Thauma'  [author] 25 Jun, 2019 @ 12:10pm 
It is slightly unbalanced right now, yes, mainly because I am not sure how exactly to balance it around. I might need some help, and so far all the help has lead me to this, the mod was originally a bit too powerful.
tseikk1 25 Jun, 2019 @ 12:00pm 
Now to Criminal Syndicates. As a Syndicate, you cannot have a commercial pact, so you'll lose the undeniably strongest part of this civic altogether. I think there should be a way for Syndicates to benefit as much from this civic as normal megacorps.
The mod is a very cool concept though, and I will keep using it, even though I think it's a little unbalanced. Looking forward to what you decide to do with Indentured assets and Gospel of the Masses.
tseikk1 25 Jun, 2019 @ 11:59am 
After playing with this mod I've found some issues.

As it is now, I cannot ever see a situation in which you would want to build brothel houses on your own planets. They provide very slightly more amenities and trade value than clerks, but that is offset by the fact that they require half a consumer good more upkeep. They also provide a very small bonus to growth, but that is offset by the fact that they reduce the output of ALL other jobs. That on top of a brothel building only giving 3 jobs makes pleasure workers essentially worse than clerks, which is already the worst job in the game.

The happiness buff is a bit... much. +20% happiness, even with the downsides, is a hefty amount to be just handed out from a single civic. It makes other ways of gaining happiness very useless, as you'll easily get 100% even in the early game.
tseikk1 25 Jun, 2019 @ 7:24am 
Do Criminal Syndicates just straight up lose the ability to benefit from the growth and happiness bonuses granted by commercial pacts, or do they have some kind of unique buff?
Thauma'  [author] 17 Jun, 2019 @ 11:44pm 
Y'all, I just did some changes, and I need feedback, the changes can be found in the Change Notes, please read them all too since it is where I post my change logs
Brisbane Socialist 14 Jun, 2019 @ 7:48pm 
I'll use this with a species with a fungus portrait.
Alzara 5 Jun, 2019 @ 9:43am 
Lol thanks :)
Thauma'  [author] 5 Jun, 2019 @ 9:37am 
It should, I just forgot to update the number and can't really be bothered just yet.
Alzara 5 Jun, 2019 @ 9:26am 
Does this work with 2.3?
JackCrowley 25 May, 2019 @ 11:26am 
Well, I've started interstellar wars, vapourised entire planets, held billions in chattel slavery, committed genocide on entire species, replaced all of my subjects with robots and destroyed significant portions of the galaxy with black hole bombs. But somehow this concept is just too degenerate for me. Which is why I enjoy setting other civilisations up with it and letting them get intimately acquainted with my Planet Cracker. Show them the real meaning of getting screwed.