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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1878840964
(requires subscription to both mods, will remove at creator request)
The problem with disownment is that each Pop represents a lot of actual individuals. The nepotism Jobs aren't just one blood relative. It's many thousands. As you said, you could only do it to Leaders.
That reminds me. How do you force the game to determine whether or not your Leader is one of the family? I guess it checks their Species to the Policy, right?
It works like this: [code]
job_X_add = 1
job_X_per_pop = 0.03
job_Y_add = -2
[/code]
"X" is your Job. "Y" is the Job that comes with your Authority (in this case, the Executives).
The reason three hundredths is the choice added per Pop is simple. It comes out to around one Job every thirty-three Pops. Capitals provide their next Administrator or Executive at forty, and then (IIRC) at eighty. While not perfect, it's the closest you can get unless the game accepts decimals in the thousandths.
Replacing anything in the Capital Building breaks everything else. Unless and until I can fix my Launcher so I can upload an Universal Capital Building Fix, my version ensures one hundred percent compatibility.
Yeeeaaaah, let's just not have them work together in a unique way, okay? Okay, good.
This includes a new policy decision, determining whether your ruling family will allow xeno members (and thus whether they can take the Neptocrat job). Naturally, both the xenophilic and xenophobic factions have an opinion on this.
Unfortunately, assassination is probably better fitting in its own mod, and even then is probably best reserved until we see how the perpetually-awaited diplomacy update will turn out. While I might personally wish to incorporate all the fun of CK2 into Stellaris, it's not all that feasible with the current build of the game.
Thanks for replying BTW, not every modder does that and it makes me happy to see that you saw my idea
I like the idea. If I implement it, it would probably be a decision, where you can either cover it up (costing Influence), disown them (lose the leader), or ignore it (lose Unity.)
Presumably I should add corresponding positive events.
A "assassination" option would be cool to, like kill off the leader of another nation.
Thanks!
"Neptocrat" is a legitimate (if uncommon) word.
I was actually considering making it a policy decision on whether to allow the family to adopt members from outside the original species, if there was enough interest in the mod. Given that subcriptions have boomed to over 400 in a few days, I'll definitely be implementing it.
@Hathwaythere
It doesn't have Imperial inheritance, 1. because it's hard to mod that into a corporate authority, and 2. because it's not always clear which family member will inherit things.
My suggestion would an Event that adds a Leader Trait to every creature that isn't of your species that is called "Adopted". It provides penalties to that Leader and prevents them from becoming the Ruler.
In one of my own playthroughs (immortalized in the pictures above), I combined it with the Research Institute Civic (from the Megacorp Expanded Civics mod) to create a civilization of snailed oppressively ruled by a family of cloned mad scientists.
It should probably work fine with most mods, with the exception of things like dramatic overhauls, but I can't tell you for sure.