Stellaris

Stellaris

Expanded Megacorp Civics: Family Business
31 Comments
ꜰᴀʏʙʀ 29 May, 2023 @ 9:57pm 
I hope that one day you'll return and update this mod. It really is an interesting mod.
Beast-Storm 8 May, 2021 @ 6:07pm 
When can we expect this mod to be updated?
spectre199 18 Mar, 2020 @ 10:25am 
will this be updated?
Sjru 🐲 17 Mar, 2020 @ 8:01pm 
Will this be updated?
Dynames 16 Mar, 2020 @ 9:58am 
any way you could make it have heirs instead of an election or is that impossible?
Kippin 5 Nov, 2019 @ 5:21am 
Would it be possible to add a megacorp government with dynastic names and heirs to this mod?
Company Man 2 Oct, 2019 @ 11:08pm 
@mouseshepherd Thanks, and sure.
TurtleShroom 2 Oct, 2019 @ 8:10pm 
I can just write what the file would need. It's only one line of code, IIRC. Then, you can upload the alternative on your own time. Please check back tomorrow.
mouseshepherd  [author] 2 Oct, 2019 @ 5:16pm 
@TurtleShroom Unfortunately my schedule has gotten complicated lately. If you would like to implement your proposal and upload it as an alternative mod, I would happily link to it here.
TurtleShroom 2 Oct, 2019 @ 5:15pm 
You never remembered to make the version that doesn't replace the Capital Buildings.
mouseshepherd  [author] 2 Oct, 2019 @ 5:14pm 
@Company Man. No problem, looks good to me. Mind if I add it into the main description?
Company Man 2 Oct, 2019 @ 2:12pm 
I made an unofficial dirty quick patch for anyone who wants to use this cool mod alongside Ecology:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1878840964
(requires subscription to both mods, will remove at creator request)
TurtleShroom 23 Sep, 2019 @ 10:16am 
@Plasmatronbeta

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?
TurtleShroom 23 Sep, 2019 @ 10:13am 
There is a way to accurately simulate the production of special Jobs that replace Capital Buildings WITHOUT overwriting the file.

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.
JJ "Mayo" Knock-out 7 Sep, 2019 @ 8:22am 
So, uh, you know the red-light demeanor mod? The one that lets you make a mega-brothel?
Yeeeaaaah, let's just not have them work together in a unique way, okay? Okay, good.
The Dip 5 Sep, 2019 @ 5:42pm 
An alternate universe where Alabama managed to take over Earth...
Hydrogen 3 Sep, 2019 @ 12:52pm 
Ok thanks for letting me know. Also congrats on Version 1.1!
mouseshepherd  [author] 3 Sep, 2019 @ 7:08am 
Version 1.1 is now out!
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.
mouseshepherd  [author] 2 Sep, 2019 @ 11:48pm 
@plasmatronbeta
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.
Hydrogen 2 Sep, 2019 @ 10:44pm 
How about the assassination idea? Is that any good?

Thanks for replying BTW, not every modder does that and it makes me happy to see that you saw my idea
mouseshepherd  [author] 2 Sep, 2019 @ 8:53pm 
@plasmatronbeta
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.
Hydrogen 2 Sep, 2019 @ 7:29pm 
I think you should add some sort of "disowned" event, like it says "[NAME] was recently discovered [thing your ethics determen you dont like], and after a family meeting we have decided to disown [NAME]. despite our best efforts news broke to the general populus." maybe have it take away some unity, and either deletes the leader in question or add a "disowned" trait that does something bad.

A "assassination" option would be cool to, like kill off the leader of another nation.

Thanks!
mouseshepherd  [author] 2 Sep, 2019 @ 11:49am 
@TurtleShroom
"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.
Hathwaythere 2 Sep, 2019 @ 10:26am 
Does this have empire like inheritance?
TurtleShroom 2 Sep, 2019 @ 9:40am 
I would recommend that the name be changed to "Nepotist" instead of the made up word you chose. Also, did you use the "IS_EXACT_SAME_SPECIES = YES" check to make sure that only creatures that are the same species of your ruler can take the Nepotist Job? If you grant Full Citizenship, how does this Civic keep a creature that is not the same species from ruling?

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.
mouseshepherd  [author] 2 Sep, 2019 @ 8:57am 
I'm delighted to see all of the fun ideas proposed here.

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.
cestefani00 2 Sep, 2019 @ 6:29am 
Family Business + Criminal Enterprise = The Godfather
Firehawk2.0 2 Sep, 2019 @ 4:25am 
Family business - sounds awesome!
XVCV 1 Sep, 2019 @ 2:40pm 
Hmmmm, this mod reminds me of Zaibatsu or Chaebol. Anyway thanks for this good mod.
mouseshepherd  [author] 31 Aug, 2019 @ 5:35pm 
@tubadawg
It should probably work fine with most mods, with the exception of things like dramatic overhauls, but I can't tell you for sure.
TubaDawg 31 Aug, 2019 @ 5:06pm 
Ima try this mod, but any incompatabilities before I install?