Stellaris

Stellaris

Relytor's Empire United 3.0.3
32 Comments
Hagamablabla 1 Nov, 2023 @ 8:11pm 
Did this ever get integrated?
relytor  [author] 26 Nov, 2021 @ 11:53am 
I am integrating this into one of my other new mods, so I will be updating this. But it will most likely be overhauled or possibly removed with the new re-work
Big Sneezy 26 Nov, 2021 @ 11:46am 
Guessing with the upcoming Unity re-work that this mod is at least on hold.
arieviloj 19 Oct, 2021 @ 6:42am 
Awesome tnx
relytor  [author] 19 Oct, 2021 @ 5:46am 
I most likely will in the next few weeks, yes.
arieviloj 18 Oct, 2021 @ 6:50pm 
You gonna update this gem at some point?
Bruorton 30 Jun, 2021 @ 8:22am 
Hi Relytor, do you have any plans to update this mod? I really love it and hope you will.

It not only made Unity work the way I always thought it should, I really appreciated the possibility of negative Unity if you have "rebellious" or criminal pops, which is only logical!

I'm a little confused about the title (suggesting it is compatible with 3.0.3) despite it still showing as only updated to 2.7. In any case, I suspect the Unity production levels would need to be rebalanced for 3.0's lower pop counts to be truly compatible.

I hope you find some time to work on this -- or let us know if something about 3.0 makes it too big a task for you to tackle right now. Thanks!
TimberLoaf 1 Oct, 2020 @ 7:34pm 
I cant seem to get the mod to work, my rulers have the modifier to unity production but none of my pops, including rulers, actually have the base production
Lazor Gal 17 Sep, 2020 @ 8:26am 
The venerate the saints edict is borderline useless with this mod. The 20% increase in output does not apply to the unity multiplier of priests so all they get is some society research.

I made a patch for myself that adds 0.4 unity to all priests while the edict is in effect (on top of the 20% multiplier), which seems pretty fair.
Lazor Gal 17 Sep, 2020 @ 7:43am 
Also, is it intentional that slaves don't provide any unity at all (but also don't subtract it)?

This way the penalty for opposing ethics can be skipped quite easily by enslaving other species.

Even Main species slaves would tend to subtract unity because slaves have high egalitarian attraction.
relytor  [author] 30 May, 2020 @ 4:54pm 
@tilarium I can't say for sure, but I doubt it
tilarium 30 May, 2020 @ 2:37am 
Neat concept. Will this work fine alongside AlphaMod?
arieviloj 28 May, 2020 @ 5:36pm 
Yeah!
relytor  [author] 28 May, 2020 @ 1:00pm 
Updated to 2.7
relytor  [author] 20 Apr, 2020 @ 5:34pm 
@Lance Vance I don't do anything with factions. That must be from another mod. I run UI Overhaul Dynamic and Tiny Outliner v2 myself without an issue.
Lance Vance 19 Apr, 2020 @ 3:00pm 
Any chance for Tiny Outliner compatibility patch?

https://imgur.com/a/CeGbEov
arieviloj 18 Apr, 2020 @ 11:10am 
Pops producing unity; nothing more coerent. Thank you a lot for this.
relytor  [author] 4 Apr, 2020 @ 9:18pm 
If you use this mod with my Empire Governance mod, I have a new compatibility patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2048739616
relytor  [author] 4 Apr, 2020 @ 9:05pm 
@djvandebrake Bonus Unity from Civics I kept as a flat bonus, so they will always have a positive impact. Otherwise, if the soldier has an opposing ethic, it could actually cause them to have more negative unity than before. Making it a flat bonus ensures it will always be a positive. Now, even if he has an opposing fanatic ethic, he will still produce 1.4 unity, rather than -0.6 unity.
djvandebrake 4 Apr, 2020 @ 7:49pm 
I believe you missed a job - my soldiers, under Citizen Service, are producing unity rather than modifying unity production.
megabot 29 Mar, 2020 @ 3:44pm 
so, if i now make a planet full of temples as a fanatic spiritualist so that every pop on it is spiritualist and produces 1 base unity, plus 5 percent for EVERY single priest

this is a great mod and honestly one of the few reasons why fanatic spiritualist is now viable as opposed to the rest
relytor  [author] 18 Mar, 2020 @ 9:50pm 
** UPDATED TO 2.6.* **
relytor  [author] 18 Mar, 2020 @ 8:02pm 
I'm just testing my update. It will be live soon
Autumn 18 Mar, 2020 @ 8:02pm 
In version 2.6, this causes Bureaucrats to disappear.
Journeyman Prime 5 Feb, 2020 @ 12:51am 
Not in my case. In my case unless I play xenophobic isolationists I ALWAYS have a xenophile faction spawn, and they ALWAYS end up out-competing my national factions. Even when I suppress the hell out of them they STILL grow.

I think Xenophilia in general is too powerful rn. It needs its attraction sources nerfed and possibly for some to be removed.
relytor  [author] 3 Feb, 2020 @ 12:16pm 
@MayhemX8 I completely agree that vanilla ethics are imbalanced. If you make migration treaties especially, you're getting Xenophiles all over. Ethics and Civics Alternative addresses this somewhat, but I'm currently working on the Tradition and Ethic overhaul that will be addressing this ethic attraction imbalance.
Journeyman Prime 3 Feb, 2020 @ 9:56am 
Huh, interesting concept. I like it.

The fact that you have linked ethics to unity is immersive, but possibly problematic. Ethics are rather wonky without mods, and with certain mods ethics like xenophilia are so op that pretty much every run I do the xeno-loving faction gets super powerful and influential regardless of my governing ethics attraction.
relytor  [author] 1 Feb, 2020 @ 3:37pm 
@One_Nidoviral_Boi Thank you! I have several more on the way. I'm glad you like them so far!
Sulafet 1 Feb, 2020 @ 11:45am 
Wow I just now found your mods and they are fantastic man
? 28 Jan, 2020 @ 6:40am 
Interesting concept. I might use it in a later play-through.
relytor  [author] 27 Jan, 2020 @ 4:50pm 
@Toast I wasn't planning on it, but if there is enough demand I will. Petruxa is no longer working on Cultural Overhaul, but is working on Ethics and Civics Alternative instead. It is a more focused version of Cultural Overhaul, and in my opinion, a superior mod.
Autumn 27 Jan, 2020 @ 3:37pm 
Do you have any plans to make this compatible with Cultural Overhaul?