Stellaris

Stellaris

Red-Light Demeanour: Civic Mod
152 kommentarer
Wilmfe23 22. dec. 2021 kl. 11:26 
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'  [ophavsmand] 11. dec. 2021 kl. 14:31 
I am not actively developing the mod anymore, so I don't know what to do to fix it.
Journeyman Prime 11. dec. 2021 kl. 9:07 
Can confirm the habitability issue is confined to this mod.
Thauma'  [ophavsmand] 23. sep. 2021 kl. 2:14 
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 kl. 15:20 
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. juni 2021 kl. 8:22 
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. maj 2021 kl. 6:52 
please update
Grendain 29. apr. 2021 kl. 9:07 
Pls update for 3.0.1
Forastero Misterioso 11. juli 2020 kl. 2:50 
Hello I'm interested in traducing this mod to spanish, please contact with me
TruBlu 24. apr. 2020 kl. 18:22 
you'd think the crime would sky rocket tho
The Paragon 17. apr. 2020 kl. 11:17 
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 kl. 12:51 
Oof
Thauma'  [ophavsmand] 26. mar. 2020 kl. 2:54 
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 kl. 19:33 
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 kl. 10:07 
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'  [ophavsmand] 20. mar. 2020 kl. 1:16 
you find it in the workshop folder in your steam folders
Black Jesus 19. mar. 2020 kl. 18:30 
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 kl. 13:39 
tnx for the mod bro
Thauma'  [ophavsmand] 18. mar. 2020 kl. 2:10 
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 kl. 20:49 
So this wont' get updated at all? :< that's sad
Thauma'  [ophavsmand] 1. mar. 2020 kl. 3:00 
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 kl. 20:37 
Also will this get updated for the new version?
Black Jesus 29. feb. 2020 kl. 20:37 
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 kl. 16:32 
MEGA HOoKERS
Lulamine 9. jan. 2020 kl. 2:03 
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'  [ophavsmand] 14. dec. 2019 kl. 4:29 
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 kl. 3:25 
It works just fine in 2.5, aside from the aforementioned bug with 00_rules.
Atomos 23. okt. 2019 kl. 11:14 
oooh limited to megacorps? I want to have one for non corporate empires. Would be niiice
Gamer 29. sep. 2019 kl. 17:00 
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'  [ophavsmand] 17. aug. 2019 kl. 13:09 
I will look in to it when I have time.
Skelsa 17. aug. 2019 kl. 10:37 
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. juli 2019 kl. 4:43 
Thank you
Thauma'  [ophavsmand] 3. juli 2019 kl. 10:58 
I will implement that eventually...
Journeyman Prime 2. juli 2019 kl. 20:24 
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. juni 2019 kl. 15:38 
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'  [ophavsmand] 25. juni 2019 kl. 15:24 
That requires replacing buildings, I want this mod as compatible as possible with other mods, so I cannot do that.
tseikk1 25. juni 2019 kl. 15:22 
-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. juni 2019 kl. 15:19 
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'  [ophavsmand] 25. juni 2019 kl. 14:51 
I will have to look into how that works, since it was hell figuring out how to make the commercial pacts work.
tseikk1 25. juni 2019 kl. 13:12 
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'  [ophavsmand] 25. juni 2019 kl. 12:10 
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. juni 2019 kl. 12:00 
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. juni 2019 kl. 11:59 
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. juni 2019 kl. 7:24 
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'  [ophavsmand] 17. juni 2019 kl. 23:44 
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. juni 2019 kl. 19:48 
I'll use this with a species with a fungus portrait.
Alzara 5. juni 2019 kl. 9:43 
Lol thanks :)
Thauma'  [ophavsmand] 5. juni 2019 kl. 9:37 
It should, I just forgot to update the number and can't really be bothered just yet.
Alzara 5. juni 2019 kl. 9:26 
Does this work with 2.3?
JackCrowley 25. maj 2019 kl. 11:26 
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.