Stellaris

Stellaris

Exo Political Theory
56 Comments
ranma100 6 Apr @ 8:15am 
Sorry to see you go. This is a nice little mod. Hopefully the new job system won't break it.
joseph_anthony_king  [author] 25 Mar @ 8:49pm 
Thank you to everyone for your support over the last five years but I will no longer be able to maintain this project. Please feel free to clone the repository for this project on GitHub at: https://github.com/Joseph-Anthony-King/exo_political_theory.git
joseph_anthony_king  [author] 13 Nov, 2024 @ 10:00am 
Updated to version 3.14 after reviewing the patch notes, no conflicts noted. Please make any reports of any issues here and I will try to follow up on them. Thank you.

https://stellaris.paradoxwikis.com/Patch_3.14
joseph_anthony_king  [author] 13 Sep, 2024 @ 4:53pm 
Updated to version 3.13.
joseph_anthony_king  [author] 18 Jun, 2024 @ 11:33pm 
You're welcome!
ranma100 18 Jun, 2024 @ 6:39pm 
Good to see this being updated. A very useful building.
joseph_anthony_king  [author] 18 Jun, 2024 @ 1:09pm 
Hello everyone! Sorry I was away for awhile but I've built a new custom PC and have updated this mod to version 3.12.*! If any one is interested you can check out my custom build at:

https://pcpartpicker.com/b/tjrrxr

:steamhappy:
joseph_anthony_king  [author] 20 May, 2024 @ 3:08pm 
Just an FYI, I'm currently selling the gaming laptop this mod was coded on to finance a new custom deaktop machine and should be able to update this by mid to late June. For anyone interested it's an ASUS G703GS-WS71 and is a great machine. The RBG effects are not working but I used a Logitech keyboard and used this pretty much as a desktop. The current top bid is $260 with a buy it now price of $390. If you're interested here is a link to the Ebay listing, the auction closes on Tuesday at 9pm PST:

https://www.ebay.com/itm/315366606997?mkcid=16&mkevt=1&mkrid=711-127632-2357-0&ssspo=TfaBbqCxTc-&sssrc=4429486&ssuid=TfaBbqCxTc-&var=&widget_ver=artemis&media=COPY
joseph_anthony_king  [author] 10 Apr, 2024 @ 9:32am 
Hello everyone, sorry to say this is no longer being maintained. My gaming laptop is getting older so I want to sell it to finance a new desktop before it gets too old. I'm not sure when that will happen so this is no longer being maintained.

Please feel free to copy this and make your version. Sorry everyone.
joseph_anthony_king  [author] 8 Jan, 2024 @ 1:02pm 
Updated to version 3.10... sorry for the delay!
arieviloj 11 Oct, 2023 @ 6:14pm 
This is exactly what i need in my current save. Tell me this gem is save game compatible...
joseph_anthony_king  [author] 11 Oct, 2023 @ 5:10pm 
Updated to version 3.9! :steamhappy:
Commander Star 8 Aug, 2023 @ 7:15pm 
As a militarist, knowing the xeno's psychologies will help me conduct psychological warfare upon my enemies... and the extra influence and envoy helps as well lol
joseph_anthony_king  [author] 10 May, 2023 @ 4:53pm 
Updated to version 3.8! :steamhappy:
joseph_anthony_king  [author] 16 Mar, 2023 @ 9:55am 
Updated to version 3.7.*! :steamhappy:
joseph_anthony_king  [author] 12 Dec, 2022 @ 10:49am 
Updated to version 3.6.*! :steamhappy:
joseph_anthony_king  [author] 21 Sep, 2022 @ 11:50am 
Updated to version 3.5.*! :steamhappy:
ranma100 21 Sep, 2022 @ 11:42am 
Thanks for updating this very useful mod.
joseph_anthony_king  [author] 12 May, 2022 @ 9:50am 
Updated to version 3.4!
joseph_anthony_king  [author] 8 Mar, 2022 @ 10:04am 
Updated to version 3.3!
Livnthedream 24 Nov, 2021 @ 12:24am 
Don't thank me, James walked me through it via Discord message.
joseph_anthony_king  [author] 23 Nov, 2021 @ 12:01pm 
Thanks Livnthedream!
Livnthedream 23 Nov, 2021 @ 12:34am 
Under prerequisites I just changed allow to potential and it worked fine. I haven't redownloaded the mod as of yet.
joseph_anthony_king  [author] 22 Nov, 2021 @ 8:11pm 
Updated to version 3.2!
joseph_anthony_king  [author] 22 Nov, 2021 @ 4:18pm 
Hello @James Fire and @Livnthedream, I pushed through the fix and tested it and from what I can see it's working. This can be a little tricky to test because you have to get the tech and at least two planets. I tested it out and from I can see it's working. Can you please confirm and if it's not working please confirm that you have the tech and at least two planets and that you're seeing the institute on more than one planet and on planets that aren't Capitol. Thank you if you can assist and thank you for pointing this out to me. Sorry it took awhile.
Livnthedream 14 Nov, 2021 @ 12:19am 
I'm working to get it "fixed" on my end, but really it's just a minor annoyance. It's really not a big deal. I was adjusting the building outputs anyway.
joseph_anthony_king  [author] 14 Nov, 2021 @ 12:12am 
Possibly livnthedream, I'll review when I can but the offer for anyone to alter and submit this stands too.
joseph_anthony_king  [author] 14 Nov, 2021 @ 12:09am 
In the meantime, I'm not sure when I'll get to this but if someone wants to fix and submit as your own mod without credit to me the code can be found here:

https://github.com/Joseph-Anthony-King/exo_political_theory
Livnthedream 14 Nov, 2021 @ 12:09am 
It could be a mod conflict, I play rather heavily modded, but it's always shown up on other planets, just greyed out.
joseph_anthony_king  [author] 14 Nov, 2021 @ 12:03am 
I'll take a look at this when I get a chance to confirm the issue, last time I tested this it was limited to capital planets. Maybe there was an update that broke that limitation.
James Fire 8 Nov, 2021 @ 9:55pm 
Back in Oct of last year

"You should move the limitation for empire capital from allow to potential. This will change it so it doesn't show up on non-capital planets."
James Fire 8 Nov, 2021 @ 9:55pm 
Last I checked, the change I laid out that would fix that had not been implemented.
Livnthedream 8 Nov, 2021 @ 1:34pm 
By chance did you 'fix' it showing up to be built on other planets than your capital? It's kind of annoying when you have unique buildings clogging up the build list.
joseph_anthony_king  [author] 8 Nov, 2021 @ 9:55am 
Hi Razor, that's not something I want to implement here. I wanted to give a boost but not an unfair advantage to the player. Part of the game is managing limited resources so that's not something I'd implement. However, the code is up on Github so please feel free to edit this as needed:

https://github.com/Joseph-Anthony-King/exo_political_theory
de Grizz 28 Oct, 2021 @ 3:32pm 
can it be restricted to advanced planet capitals instead empire one, even with influence income down, cos in big games real need more envoys for dip/spy and etc, influence not problem
joseph_anthony_king  [author] 15 Sep, 2021 @ 4:10pm 
Upgraded to version 3.1!
joseph_anthony_king  [author] 12 Jul, 2021 @ 12:15pm 
Thanks Black Goat!
joseph_anthony_king  [author] 20 Apr, 2021 @ 10:08am 
Cool! Glad you like it! :steamhappy:
ranma100 20 Apr, 2021 @ 9:21am 
This mod is even more useful now with the extra envoy.
joseph_anthony_king  [author] 15 Apr, 2021 @ 9:37pm 
Upgraded to version 3.0!
joseph_anthony_king  [author] 22 Jan, 2021 @ 12:27pm 
Upgraded to version 2.8!
joseph_anthony_king  [author] 13 Oct, 2020 @ 9:29am 
Thank you for the report James Fire, a USB port on my machine busted so it's currently off site getting repaired. It may be a week or two before I get it back. This should only show on capital planets, I'll fix it when I get it back.
James Fire 10 Oct, 2020 @ 10:51am 
You should move the limitation for empire capital from allow to potential. This will change it so it doesn't show up on non-capital planets.
joseph_anthony_king  [author] 30 Jun, 2020 @ 2:59pm 
Updating the building icon with a new unique icon for the building!
joseph_anthony_king  [author] 26 Jun, 2020 @ 8:18pm 
I'm increasing the upkeep to 12 energy and 12 consumer goods. That's the equivalent output to three to four solar systems with the output of one civilian industry building.

(...and with the jobs it's actually takes 14 consumer goods of upkeep :steamhappy:!)
joseph_anthony_king  [author] 26 Jun, 2020 @ 6:27pm 
Thanks for the feedback... I'll consider it. The issue I've noted is that the AI always seems to make a B-Line to hemming you in. I don't like that so I do want to rebalance the game since all AI seem to gang up on the player, often to the detriment of their own position. I fear 20 may be too high. How would people feel for 10 energy and 10 consumer goods?
TurtleShroom 26 Jun, 2020 @ 6:02pm 
Too OP, because Influence is the rarest Resource in the game. You need to significantly increase the monthly cost. I'd say at least twenty Consumer Goods per month. Probably more. Maybe even some Zro.
joseph_anthony_king  [author] 26 Jun, 2020 @ 8:35am 
I felt that the four bureaucrat jobs provided too much benefit so I reduced them down to 2 and increased monthly consumer goods cost to 4. The rationale for spending consumer goods in the upkeep is the strength of your economy demonstrates the attractiveness of your civilization, thus generating influence. Think of it as your envoy throwing goods expos in their host civilization.
joseph_anthony_king  [author] 25 Jun, 2020 @ 10:31pm 
I really appreciate your feedback... thanks man!
James Fire 25 Jun, 2020 @ 10:29pm 
Yeah, that's much better. Still an obvious choice, but I think Capital Unique Buildings should be that way.