Stellaris

Stellaris

Government Variety Pack
441 Comments
kerrigan1603 18 Jun @ 1:01pm 
Okay so the Ruling Class mod has been updated again so here’s the link below
Ruling Class Reborn
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3502383069
kerrigan1603 17 Jun @ 3:30pm 
By the way, I’ve looked at your airtable government list & I noticed that Utopian Socialism & Utopian Despotism are not there? Have they been removed & if so, why?
kerrigan1603 15 Jun @ 1:55pm 
By the way, here’s the updated patch for Bug Branch+Ruling Class Update+Government Variety Pack below
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3497503269&searchtext=

And yes the Ruling Class mod has once again been updated in the link below
Ruling Class: Unoffical Update
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3497464529&searchtext=
alankraskow 13 Jun @ 6:55pm 
There seem to be quite few localisation issues, mainly with empire names. They spawn some broken localisations. Like lrsk_dic_pur_descbron for example.
LittleRaskol  [author] 9 Jun @ 10:47am 
The localizations should now reflect what's going on under the hood, but lmk if you spot any more incongruities.
REDbeard 7 Jun @ 7:20pm 
Noice
LittleRaskol  [author] 7 Jun @ 7:03am 
The descriptions are not accurate and need to be updated but the amounts are updated on the backend. So if it says +1 job, it's really like +100.

Jobs per pop have not changed but don't actually need to: A ratio of 1 job per 20 pops is the same whether it's applied to 40 pops or 4000, and will give wither 2 jobs or 200, so the amount given ends up "as expected."
Ghost Fox 6 Jun @ 7:15pm 
@REDbeard: And yet the ratios haven't changed, so the only difference is whether the jobs accumulate individually or in blocks of 100.
REDbeard 6 Jun @ 6:02pm 
Are the job spawning civics updated for 4.0? Last I checked the descriptions on the civics are still showing the job numbers of the old system.
PapaKaesar 16 May @ 9:29am 
no compatibility patch with Ethics & Civics: Bug Branch?
Auspician 7 May @ 5:31pm 
Amazing that you pushed out an update so quickly, thank you! It looks like neither of the Bug Branch patches are being actively worked on; is anyone planning to take up the patch? Bug Branch is essential for me, but GVP is a close second, so I hate to play without it.
RedRapture 6 May @ 6:22pm 
Has anyone else had problems with the AI not expanding?
LittleRaskol  [author] 5 May @ 11:13am 
Can't reproduce. Try unsubscribing and then resubscribing?
Dr. Quackers M.D. 5 May @ 11:05am 
still say 3.14 in launcher
LittleRaskol  [author] 5 May @ 9:15am 
Updated for 4.0. As the description says, this is big... I've made sure that it doesn't throw and errors on load, and done some sanity checking of everything that touches pops, but have not had time (nor do I expect to have time) for a detailed test of everything that was changed.
LittleRaskol  [author] 27 Apr @ 11:04am 
It's been a minute, but I just pushed an update that I hope should cut down on annoying BS in the federation starts.
The Hearth 24 Apr @ 10:16am 
Okay am I stupid but none of these appear, is it because of the UI overhaul?
RedShocktrooper 4 Feb @ 4:55pm 
Suggestion: Similar to how Worker Cooperative is to Megacorps what Shared Burdens is to regular empires, a civic that is the counterpart of Oppressive Autocracy for Megacorps. Possibly extending as far as changing the Corporate election from "once every 20 years" to "On Ruler Death".
LittleRaskol  [author] 29 Jan @ 7:28am 
The civic itself doesn't require any tradition tree to be finished, only its councilor should.
Proleta 29 Jan @ 12:59am 
In my game the civic Colonial Fiefs works without Expansion tradition tree completed.Is the description wrong?
LittleRaskol  [author] 23 Jan @ 3:06am 
I'm honestly surprised that it *isn't* incompatible with Shared Burdens, so now I have to think about why I didn't make it so.
RedShocktrooper 22 Jan @ 6:31pm 
Suggestion: Institutionalized Collectivism should be mutually exclusive with Shared Burdens much like Worker's Councils is.

Shared Burdens represents the communist utopian ideal, while Institutionalized Collectivism represents various other socialisms from Nordic social democracy, to German Kriegsozialismus, to Stalinist industrialism and Maoist Agrarianism and Cybersyn. As a possible balance concession, perhaps adjust Shared Burdens to also grant a (lesser) version of IC's Specialist and Worker Output modifiers
TheFirstPaige 18 Dec, 2024 @ 5:58am 
this might be a bit of a stretch to ask, but since a paperclip maximiser type civic has entered the game (in the form of Obsessional Directive), I don't suppose you could add Paperclip Maximiser as a government for it? flavoured something akin to the game Universal Paperclips
The Sun 16 Nov, 2024 @ 5:53pm 
Right, neat
The Sun 13 Nov, 2024 @ 5:37pm 
Will this include Council Positions for the new civics?
AmbitiousRam 4 Nov, 2024 @ 1:01pm 
awesome, i love empire flavour
LittleRaskol  [author] 2 Nov, 2024 @ 4:14am 
Probably, yes. For the content of this mod, not much changed about the underlying mechanics between base game updates.
Captain_fuzzy_boots 2 Nov, 2024 @ 3:01am 
Is this saved-game compatible? Thinking of throwing on my current run, it looks awesome :D
LittleRaskol  [author] 29 Oct, 2024 @ 5:17pm 
Updated for 3.14
LittleRaskol  [author] 15 Oct, 2024 @ 3:29am 
Probably not
PokemonOrgy 15 Oct, 2024 @ 12:43am 
Assuming this isn't Ironman compatible?
LittleRaskol  [author] 14 Oct, 2024 @ 8:55am 
Released a fairly big set of updates in prep for the new version and to make some long-overdue updates. See change notes for details.
LittleRaskol  [author] 24 Sep, 2024 @ 3:38am 
The same way it's always worked.
BroncoXeno2035 23 Sep, 2024 @ 3:52pm 
How does Grand Alliance work now that Common Ground gives the other Federation types?
LittleRaskol  [author] 23 Sep, 2024 @ 10:43am 
Made a few changes that should hopefully address the problem... the fact that this is happening at all indicates a flaw in how the conditions for this event are being set (and unset) but with the new checks in place, it shouldn't fire that event without a branch office and Workhouse building owned by a criminal Indentured Assets megacorp.
LittleRaskol  [author] 22 Sep, 2024 @ 11:16am 
It does, thanks
REDbeard 22 Sep, 2024 @ 7:15am 
I had just won an expropriation war, so all their branch offices had been closed down a few in-game months before. The slaves were abducted from the homeworld, hope this helps.
LittleRaskol  [author] 22 Sep, 2024 @ 4:46am 
Just to be clear: Were pops abducted from your homeworld? Did any other planet have a branch office and buildings from the slavers?
LittleRaskol  [author] 15 Sep, 2024 @ 12:24pm 
I honestly forgot I put that in the mod lol

But, I have a guess as to why that might happen and how to prevent it. Thanks for the report
REDbeard 15 Sep, 2024 @ 9:18am 
I seem to be having an issue with the special effects of the slaver guilds civic on criminal empires. I kicked the criminals off my homeworld during a Expropriation war, but a few years later i had one of my pops abducted even though the branch office was gone.

Not sure if anyone else has this issue, just thought you would want to know
samThekingofdoom 13 Sep, 2024 @ 7:26pm 
yep. thanks :steamthumbsup:
LittleRaskol  [author] 13 Sep, 2024 @ 7:33am 
Should be fixed.
LittleRaskol  [author] 13 Sep, 2024 @ 5:42am 
Okay, this is a government weighting issue, Criminal Syndicate is just set to a way higher value. Not a hard fix, but might take a little bit. Thanks!
samThekingofdoom 12 Sep, 2024 @ 7:08pm 
It just shows up as Criminal Syndicate
samThekingofdoom 12 Sep, 2024 @ 7:07pm 
I used "Investigation and Security Services" and "Criminal Heritage" as civics, Authoritarian ethic, (required for the former civic) and Corporate Authority, all of which were things that were the requirements according to the Government Public Reference sheet.

I didn't tamper with the origin, so just prosperous unification
LittleRaskol  [author] 12 Sep, 2024 @ 5:35pm 
Can you share what exact combination of ethics, civics, origin, and authority you're using?
samThekingofdoom 12 Sep, 2024 @ 12:19pm 
Protection racket not working.
Hann3o 11 Sep, 2024 @ 6:19am 
Ohh sorry i always thought it adds ethics ^^
LittleRaskol  [author] 11 Sep, 2024 @ 4:40am 
This mod doesn't touch ethics so I can't see any way for it to prevent ethics from showing.