Stellaris

Stellaris

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Government Variety Pack
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9.996 MB
11 May, 2022 @ 1:44pm
9 Jun @ 10:46am
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Government Variety Pack

Description
A grab bag of new civics, origins, and government types.

Newly updated for Stellaris 4.0 (Phoenix) - This is a big one. 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.

New Civics

A total of 77 new civics, broken down into 9 origins, 20 normal civics, 19 hive civics, 14 machine civics, 12 megacorp civics, and 3 "advanced" civics available to any non-gestalt empire. Additionally, 5 base game civics have been enhanced with expanded features. (See the dedicated civics thread for more info.)

New Governments

Around 95-105 new governments (depending on how one counts), detailed in their own thread.

Special Thanks

ICONS
Wanna give a HUGE THANK YOU to Meltup for making unique icons for the new civics. They look cool and I am super happy someone stepped up to help out with this.

Other Contributors
  • Steam user Namazuo "Horse Poop" Toushiro came up with something like 17 new government suggestions that were all awesome, I added them and they served as the inspiration for a few more.
  • Steam user Garlic Pudding came up with five government ideas I incorporated, and one I have yet to incorporate but a new Civic is WIP for it.
  • Steam user Renan fixed all my name generators after 3.6 changed things so much I couldn't make heads or tails of it. Thank you so much!

Compatibility, Patches, and Submods

This mod only adds new things to the game, in new files. There's no possibility of my mod conflicting with another due to both editing base game files, and will only conflict with other mods if for some reason another mod has files with the exact same names in the same places as this in mod. However, if a mod radically changes the way ethics work (especially renaming the base ethics), compatibility will be shaky at best. There's also no guarantee that combinations of mod-added features will "play nice" or be balanced against/with each other in game.

Compatibility patches:

Mods that have built-in compatibility:

For non-English language translations:

Want to make a compatibility or localization patch? See this post to find out how!

There are a few patches and other versions of this mod. These all require the main GVP mod (this), and do nothing but selectively remove features. If you want all the features of this mod, you don't need any of these patches/alternate versions. They do not add anything and only provide options for users who for whatever reason want to exclude some features. Since all they do is replace files from GVP with identically-named blank files, there isn't typically much need to update them and tbh it's kind of a chore to update the version number on all these so I'm slow to do it. Bottom line, you can almost certainly ignore the compatible version number for them.

The patches and alternate versions are:

There are also "backup" versions of this mod for older versions of Stellaris available on my Workshop page. NOTE: The backup versions are stand-alone, do not run any of them with each other or the current version!


Finally, there is a submod available:

Known Issues

Federation start origins may rarely spawn partners with no government ("Despicable Neutrals"). The reason is known but the fix is obscure. If this happens to you, at this time the best thing to do is start a new game. It only happens occasionally.

Problems?

Report any bugs, issues, or other unexpected/undesired behavior using this form[airtable.com].

Flush with money to burn?

You can toss some of it here[ko-fi.com] if you want!

[discord.gg]
Popular Discussions View All (5)
64
19 May @ 3:02pm
PINNED: Balance, Bug, and Issue Reports
LittleRaskol
11
13 Sep, 2024 @ 7:47am
Built-In "Compatibility" with Ethics and Civics Classic Explanation
LittleRaskol
6
28 Jun @ 7:32pm
PINNED: Big List of Civics
LittleRaskol
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?