Stellaris

Stellaris

Mercenary Megacorps
123 Comments
Hostis globalismi americani. 9 May, 2024 @ 11:03am 
Soldatenhandel on a galactic scale.
HiddenSquid 1 May, 2024 @ 5:38am 
got it fixed , thanks again :) i will leave a link for you and the others here once its approved.
if there is anything you want me to keep in mind or something about the release that is not to your liking , just write me :)

!respect your modders!
HiddenSquid 29 Apr, 2024 @ 6:28am 
Would love to see it :D
Juhius  [author] 29 Apr, 2024 @ 6:19am 
Sure, feel free to do so. I might remake this mod if I ever get back into Stellaris, but that is neither today nor tomorrow.
HiddenSquid 29 Apr, 2024 @ 5:50am 
shouldn't be to hard. i will try to make an patch , if you dont mind :)
Dog H2O 14 Dec, 2023 @ 7:04pm 
nice idea but needs someone else to do this mod
��� 10 Dec, 2023 @ 1:32pm 
bruh someone redo his mod plz he dont care anymore
Beast-Storm 5 Oct, 2023 @ 5:19pm 
If you decide to update this mod please leave this as a legacy version (unchanged)
Triel 16 Jul, 2023 @ 8:29am 
That sucks
Juhius  [author] 29 Jun, 2023 @ 9:44am 
I don't even own galactic paragons, nor am I'm planning to
Loveless1987 29 Jun, 2023 @ 7:01am 
This mod needs an update. The two civics that come with it do not have an associated councilor position. This was the major feature of game version 3.8 and the expansion Galactic Paragons.
MrFunEGUY 21 Mar, 2023 @ 3:03pm 
@Juhius - Can I have your permission to include these civics in my Ethics and Civics Alternative fork?
greensniperhat 20 Dec, 2022 @ 12:44am 
also could you please re-add the government and personality type? I need it for:
1) testing if the fixed naming code works
2) save game compatibility

Thank you for your support.
greensniperhat 19 Dec, 2022 @ 6:36pm 
>unreleased civics
oof, I'm sure someone here will do the bugfix and polishing for you, if you'd just ask.
I've also figured out how to fix names, but for better empire names for now - and it still needs testing. I'll be happy to fix the names for this mod as soon as my schedule lets up, and it's been proven that this method works (probably next year).
Juhius  [author] 19 Dec, 2022 @ 7:10am 
UPDATE:
I fixed the broken names by taking an axe and cutting out the custom personality from the mod.
Sorry for taking so long, I've been busy with school and other things and I have been burnt out on Stellaris (both playing and modding) for months and I don't think I'll come back anytime soon.

I'm sitting on a sizable pile of unreleased civics, but with no motivation to actually polish and bugfix them enough to be worthy of a workshop release. I'm just disillusioned with the current design direction of the game. Maybe we'll see around Stellaris 2 if that ever becomes a thing.
I'm happy that so many people enjoyed this mod, even if it was just a fraction of the work I have put into modding game. Take care. :btd6thumbsup:
WJSabey 27 Oct, 2022 @ 4:10pm 
The names of empires using these civics are still showing up as "format.mercenary_company.3", is this going to get fixed?
Maraak13 22 Oct, 2022 @ 6:11pm 
I looked up mercenaries, looking for something exactly like this and found what i was looking for
Commandhult 22 Oct, 2022 @ 3:05am 
I realised that the "private militaries" civic is from a civic collection from the workshop. Sorry if I wasted anyones time, I am going to try and edit the functionality in the mod file myself!
Commandhult 21 Oct, 2022 @ 4:06pm 
One really sad thing is that the "private military companies" civic does not provide any mercenary pops like the "private militaries" civic do. "Private military companies" is the only one possible to use when playing as a mega corp. If you could add some mercenary pops with it like the other civic then that would be really cool <3
MrFunEGUY 21 Sep, 2022 @ 10:32am 
@Juhius - The problem with names is that Stellaris doesn't use localisation_synced anymore. The names in this mod will not work because the game does not recognize that folder anymore. See this Dev Diary for how to do names now:

https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-253-three-in-one-3-4-cepheus-patch-notes-and-more.1523352/
Juhius  [author] 14 Sep, 2022 @ 11:17am 
Well I guess they aren't if that's happening. No idea what has changed for it to break now, but I might take a look at it when I update for the upcoming game update. Thanks for letting me know. :btd6thumbsup:
Haerzog 14 Sep, 2022 @ 10:26am 
Are the empire name lists for mercenary corps still working? I'm getting format.mercenary_company.4 as an empire name, for example.
Winterwolf 12 Aug, 2022 @ 6:59pm 
Maybe increase the mercenary enclave cap as well as increase the dividends paid (Maybe even reduce the cost of creating mercenary enclaves?)
Chuddly 3 Jun, 2022 @ 10:01pm 
With the changes from Overlord, will you consider improving the mod? I don't know how that could be done, maybe bonuses to mercenary outpost things... Is it possible/realistic to make the AI offer to hire you for a price to fight in their wars OR fight for them by proxy?
t@ngent 3 Jun, 2022 @ 6:59pm 
You can open mod files with Notepad. Most mods are effectively json, which looks like so:

{
overwriteable_variable_like_ship_damage: modified_value
}

Compatibility patches simple combining the jsons of both mods so they don't overwrite each other. You can even use IronyModManager to do so. There's plenty of online resources for how to use the mod manager and create new mods for Stellaris.
Baron Bloodsnow 2 Jun, 2022 @ 4:10am 
i do not know any programming, thus I asked... oh well
Juhius  [author] 2 Jun, 2022 @ 3:52am 
I have no interest in doing so, but feel free to make a compatibility patch if one is required.
Baron Bloodsnow 1 Jun, 2022 @ 5:16pm 
Is it possible to get either a patch or and update so that this mod will work with the Ethics and Civics: Bug Branch's either imperial megacorp or democratic megacorp?
CrazyLigma 27 May, 2022 @ 10:32pm 
If youre free could there be an update? i know it works but my OCD hates seeing it.
Winterwolf 22 May, 2022 @ 12:50pm 
@Ghosterino, it actually makes perfect sense.

Perfect example, Vikings. Vikings were a warrior culture and Barbaric despoilers who would often hire themselves out as mercenaries to other cultures fighting whoever needed fighting.
ghosterino 22 May, 2022 @ 11:22am 
Yeah, putting mercenary enclaves to warrior culture and barbaric despoliers doesn't make sense to me.
Winterwolf 21 May, 2022 @ 3:13pm 
Also Ghosterino makes a point that having those bonuses combined would make it more appealing.
Winterwolf 21 May, 2022 @ 3:13pm 
I was wondering if you could extend this civic over to Non-megacorps as well.

As it stands the current mercenary setup is kinda meh to me, tbh (Talking about the Overlord Mercenary setup lol). I'd like more direct influence in the whole mercenary affair.

I'd like to control my mercenary fleets I send to help people that pay me. Simply put it would be cool if you could make a variant of the civics for Non-megacorps as well. I mean barbarian tribes often hire themselves out as mercenaries yet they aren't megacorps after all.
ghosterino 18 May, 2022 @ 3:58am 
I was thinking, instead of making two separate civics, couldn't you make one civic where you get those bonuses with defence deals, and are doubled if you're in a war?
Juhius  [author] 13 May, 2022 @ 9:45am 
Works perfectly fine, mod was updated for psychological reasons (for the benefit of the average workshop user). No new content added (yet) as I'm still feeling out the new dlc.
blazikem🐓 9 Apr, 2022 @ 5:04am 
Megacorps definitely have some potential with the Mercenary Enclave business, from the dev diary it looks like megacorps can get 3 enclaves as a base from 2 civics, so an additional one from another civic sounds quite fun once you get the tech lmao, maybe can tie into the dividends or some other mechanic related to it.
Also the rework to negate the GalCom resolutions sounds cool, definitely a fun interesting mechanic to work with. Only issue I can see is megacorps cheesing it to be exempt from the modifier but then maybe the civics could also prevent them from purchasing mercenaries as they're supposed to be one?
I imagine people would want to utilize the new enclave system tho
Juhius  [author] 7 Apr, 2022 @ 5:01pm 
I don't want a massive overhaul, I like how they work right now but spicing them up isn't a bad idea. I have decided that the way these civics will work with the new mercenary system is this:

The fleet cap penalties from GalCom "Defense Privatization" resolution category wouldn't be applied to a megacorp with either civic. (At "Corporate Peacekeeping" level empires would receive a -80% fleetcap modifier. Not receiving this debuff would be a massive advantage.)
Also adding a NEW civic with +Mercenary Enclave cap is a possibility.

Any thoughts on this?
Juhius  [author] 7 Apr, 2022 @ 1:29pm 
oohhhh nice!
I bet I can do something nice with that.
SkullyO 6 Apr, 2022 @ 11:32am 
yeah I was thinking that you could maybe add a cash incentive like after a battle they get credits based on how many ships they destroy or planets they occupy.
balancing would be a pain though
Juhius  [author] 6 Apr, 2022 @ 4:18am 
Aye!
It does indeed. The fact that vassals can have extended diplomatic freedoms makes this civic viable for non-independent empires and adds to the interesting political intrigue.
I'm not too sure though as to what I could really add that would make sense... if there is something mercenaries aren't it's loyal, lol.

Maybe Bulwark (or whatever the defensive vassals will be called) could get an income boost. idk.
SkullyO 6 Apr, 2022 @ 12:34am 
this could go well with the new vassal mechanics coming in Overlord maybe you should add some unique effects for vassals that give extra loyalty or something
Chuddly 11 Mar, 2022 @ 8:30pm 
Sweet mod, was looking for something like this. Would it be possible/feasible to mod in a mechanic where AI can hire you to fight in their wars? Probably not..
Juhius  [author] 1 Mar, 2022 @ 9:24am 
Russian localization by GASANOV is now included.
Brokkhouse 23 Feb, 2022 @ 7:35am 
Awesome, thanks!
Juhius  [author] 23 Feb, 2022 @ 7:25am 
I see no reason for it not to be. It worked in the public beta, so it should work in the stable version.
Brokkhouse 23 Feb, 2022 @ 7:18am 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
Juhius  [author] 22 Feb, 2022 @ 5:17pm 
Yup. I fixed it but forgot to update the image.
Caedyron 22 Feb, 2022 @ 4:47pm 
Small thing - you made a typo in the 'Mercenary Company' tool tip. Incentive.