Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2631525996&searchtext=criminal
I appreciate this, take your time to making it.
We gona wait for that :D
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.
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.
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.
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.