Stellaris

Stellaris

Revolt Inc
31 Comments
Scyobi_Empire 18 Jun, 2022 @ 3:23am 
I must say, I am surprised that this mod is still supported. I remember finding it many versions ago, hats off to you Ninja.
NinjaBreadMan  [author] 14 Nov, 2021 @ 10:34am 
@Vault76Survivor That genuinely made me laugh out loud. I enjoyed it so much I am not sure I want to fix it. If I do, I guess there are two options. Teach the script to recognise you as a friend, or stop allowing you from building on your own planet (Which would be the better solution). I think the second one would be better fixed in the CHE code, so I will look at doing the former.
Vault76Survivor 13 Nov, 2021 @ 10:55am 
So there's a little bit of silliness when using your mod and Criminal Heritage Expanded together that was not fixed. Criminal Heritage Expanded allows you to build branch offices on planets of other megacorps, including your own planet. Your mod checks whether the empire of a planet you have a branch office on is your friend before deciding whether the target gets stability-boosting or stability-wrecking buildings.

The problem is your mod does not recognize that you are your own friend. So if both mods are installed and if you set up branch offices on your own planets as a result of this, your revolutionaries will do everything they can to overthrow... themselves.
mrcoolize 12 Nov, 2021 @ 10:14am 
Nice really nice looking forward to a new revolt game!
NinjaBreadMan  [author] 12 Nov, 2021 @ 9:51am 
@mrcoolize So, I checked it out, and we did have one conflict, which was unnecessary on my end. after a small change I just tested it. Make sure my mod loads second, and it works.
EECode 12 Nov, 2021 @ 1:06am 
@NinjaBreadMan It seems to have been fixed with the mod update. I thought this mod wouldn't conflict with habitability too since its just a civic mod. I Checked all my mods and I Narrowed it down to this mod then I loaded it in by its self and then glitch still persisted. The glitch was that all planets for the AI and player had a habitability of zero.
NinjaBreadMan  [author] 11 Nov, 2021 @ 10:33am 
@mrcoolize send me the mod and I will take a look. In theory it would be fine.
mrcoolize 11 Nov, 2021 @ 10:16am 
Oh would it be compatible with something that add more criminal buildings?
NinjaBreadMan  [author] 11 Nov, 2021 @ 5:59am 
@Arkham_Knight This mod doesn't have any code that works on habitability. Can you give me more details? Were you running other mods together with this?
EECode 10 Nov, 2021 @ 12:32am 
Just letting you know the mod conflicts with habitability on planets and makes them O%
mrcoolize 7 Oct, 2021 @ 4:31am 
YES ITS NOT DEAD!
BHL.Kriminel 5 May, 2021 @ 1:46pm 
Thank you !
I appreciate this, take your time to making it.

We gona wait for that :D
NinjaBreadMan  [author] 15 Apr, 2021 @ 4:07am 
So, for all the Update? questions: I am intending to get back to this mod after the new patch comes out today. It won't be quick as I am going to rebalance the mod entirely, as 1 pop is more valuable in the new patch. This isn't dead, but I feel needs a lot of work before it becomes worthwhile.
DrDogSurgeon 14 Apr, 2021 @ 1:37am 
Update for the new update?
Vawdrey 1 Dec, 2020 @ 6:10pm 
I would have more interest if there were more pictures of the mod. That would get more traction. Very interesting idea
Saint Ephentesial of Nicaragua 11 Nov, 2020 @ 11:50am 
@NinjaBreadMan It's alright mang. Got it working. Hope to see how the Mod ends up.
Scyobi_Empire 11 Nov, 2020 @ 10:24am 
Does this work for 2.8? I love this civic type.
NinjaBreadMan  [author] 11 Nov, 2020 @ 2:53am 
The Icon for the Revolutionaries is a little fist, and the colour is very slightly off from the standard megacorp colour (because I am a bad artist). If you can tell me what other mods you have, I can look into what they alter, and why it might not be working. I would say there should be no conflict seeing the civic, although conflics could exist in the civic working properly (if the mods alter the game rules file). The current version (for 2.7) is not well made in that respect. I am re-writing and testing trying to stop the reliance on the game rules file, and also rebalance the buildings for version 2.8.
Saint Ephentesial of Nicaragua 8 Nov, 2020 @ 8:45pm 
I do have other Civic mods. but I can't see any the Civic for this Mod. All I see is Criminal Heritage. Are my mods conflicting or am I blind?
Eldritch_Eternity 13 Oct, 2020 @ 10:44pm 
Really interested in this idea. I always thought the megacorp mechanics could be used in interesting ways. :>
NinjaBreadMan  [author] 30 Aug, 2020 @ 1:35pm 
I am... astonished... at the level of interest in this mod. I really have just been playing with this for a few months, learning to mod the game, and trying to get this to work. I released this more to push me to keep working on it, and... well people are interested so I will keep working.
I just fixed the major bug that broke the whole thing. I still don't know why it didn't work, but I completely changed how I used the system that checked whether you could build a branch office.

I plan on rebalancing the buildings. I don't feel they are strong enough, or interesting enough. There needs to be a way to really hurt the other empires. I like the idea of shifting other peoples ethics, so I will also try to incorperate that.

In the long run increasing trade based on low stability would be the dream, but I have yet to work out how that is achieved by criminal syndicates with crime. Honestly, the main goal at the moment is just to destroy other empires through destroying their stability.
Vault76Survivor 29 Aug, 2020 @ 7:03pm 
Also, a suggestion. The big problem I notice is that this civic is ultimately self-destructive. Unlike criminal heritage, if you're succeeding at driving stability down with this branch office, you hurt your own income. Even if I succeed at a revolution.... do I set up a branch office in the new rebel state.... and make them go unstable too? Or do I conquer them and play oddly against type?
So...
1: Maybe make your branch office income variable depending on how low the target planet's stability is (the lower its stability, the more income you get). That would counterbalance lost trade from the instability you create.
2: Maybe have a set of branch office buildings for vassal or fellow federation member nations? Or maybe give the rebel faction their own unique Hegemony federation that unlocks special branch office buildings for their members? Either way, you might need something so the rebels have a way to interact with a planet once they succeed at rebelling.
Vault76Survivor 29 Aug, 2020 @ 6:12pm 
Couple oddities I noticed.
1: Playing with only this mod active, there's.... another civic floating in the code. civic_outsourced_labor. It's mutually exclusive with this civic and adds a second race to your starting empire.
2: The Revolutionary HQ doesn't seem to do anything. Put it down as my first and only corporate building on one planet and there wasn't really any kind of changes.

Right now just in the early game, so I'll give later feedback as the game goes. That being said, I love this concept. This is what I was hoping Gospel of the Masses would be.
Beast-Storm 26 Aug, 2020 @ 4:56pm 
Starting Revolutions in Totalitarian Spacefaring ET Governments...... F*** YEA :D
Wreck 26 Aug, 2020 @ 2:57am 
It's a very good idea but needs more work... Good Luck
Classical Scholar 26 Aug, 2020 @ 12:00am 
Interesting. Can role play as Chaos faction
Comrade Corwin 23 Aug, 2020 @ 7:10am 
You'd have to get the stability to less than 10.
I would also suggest having buildings that change the population to your ethics and provide additional armies or stronger army types to rebel armies during rebellions.
Heavy 23 Aug, 2020 @ 6:07am 
can't wait to call my empire george soros foundation
Tralalero Tralala 21 Aug, 2020 @ 7:37pm 
Antipurify
Mr_Dalek 21 Aug, 2020 @ 6:28pm 
can't wait to name my revolt empire antifa