Stellaris

Stellaris

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Civic: Byzantine Bureaucracy - Enhanced
   
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File Size
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281.986 KB
12 Feb, 2023 @ 10:41pm
10 May, 2023 @ 2:03pm
6 Change Notes ( view )
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Civic: Byzantine Bureaucracy - Enhanced

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
Do you wish your empire's maze of incomprehensible bureaucracy provided more benefits? Do your people feel a sense of national pride when queueing to file their forms in quadruplicate hard-copy? Is technically correct the best kind of correct? Then this mod is for you!

Changes
Civic: Bureaucracy offers a fairly mild benefit by default: +1 unity and +1 stability per Bureaucrat. With this mod, Bureaucrats also provided +2 amenities, which officially "represent planetary infrastructure and jobs dedicated towards fulfilling the day-to-day needs of the population" provided by the massive administrative apparatus present in Byzantine Bureaucracies. And what sort of paperwork hellscape would be complete without another, higher rank of functionary? Enter the Magistrate ruler-stratum job.

Magistrates provide unity, stability, and amenities (although more than rank-and-file Bureaucrats) and additionally reduce crime by -10. The need for Magistrates is highest at the administrative centers for their empire - they independently form Seats of the Magistracy at the imperial capital and sector capitals. Should the imperial or a sector capital be relocated, the Magistrates move with the capital. Fully-upgraded Administrative Complexes and Administrative Arcologies also offer a Magistrate job to oversee the rest of the Bureaucrats.

Compatibility
This mod overwrites the bureaucrat job in order to add amenities to their output under Civic: Byzantine Bureaucracy. The Administrative Complex building (building_bureaucratic_3) and Administrative Arcology district (district_arcology_administrative) are also overridden to add the new Magistrate job for empires with Civic: Byzantine Bureaucracy. All other functionality is implemented through custom events and new game objects (a job and deposit). This mod has built-in compatibility with Planetary Diversity - this mod must load before Planetary Diversity.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

When to Install
This mod can be safely added after the game has started. Although this mod does add two game objects, Stellaris is fairly forgiving in ignoring unknown jobs and deposits if it is removed from an ongoing game. Back up your savegame before trying to remove a mod, even this one.

Recommended Companion Mods
  • Civic: Organic Zealots adds a brand-new civic - play as a homicidal empire determined to eliminate artificial intelligence
  • Civic: Philosopher King - Enhanced lightly enhances Civic: Philosopher King to grant bonus levels to civilian leaders (similar to the bonus levels for military leaders from Civic: Distinguished Admiralty)
  • Origin: Jovian League adds a brand-new origin that allows almost any empire to begin spanning four small colonies on the moons of a gas giant rather than they typical large, single planet
  • Corsair's Custom Empires: Eldanær Stellar Authority adds a prescripted empire with a narrative backstory which happens to use Civic: Byzantine Bureaucracy; also features a new colossus weapon for fungoid necrophage empires
Known Issues
Overriding buildings and jobs causes the game to log errors noting the overrides. Expect to see four lines in the error.log file like these:
[01:50:22][game_singleobjectdatabase.h:165]: Object with key: district_arcology_administrative already exists, using the one at file: common/districts/11_civic_byzantine_bureaucracy_enhanced_arcology_districts.txt line: 2 [01:50:22][game_singleobjectdatabase.h:165]: Object with key: building_bureaucratic_3 already exists, using the one at file: common/buildings/18_civic_byzantine_bureaucracy_enhanced_unity_building_overrides.txt line: 2 [01:50:22][game_singleobjectdatabase.h:165]: Object with key: building_league_offices already exists, using the one at file: common/buildings/18_civic_byzantine_bureaucracy_enhanced_unity_building_overrides.txt line: 137 [01:50:24][game_singleobjectdatabase.h:165]: Object with key: bureaucrat already exists, using the one at file: common/pop_jobs/12_civic_byzantine_bureaucracy_enhanced_specialist_job_overrides.txt line: 2
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

[discord.gg]
11 Comments
Cosmoros 25 Aug, 2023 @ 12:54pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2637503701

Possible to make compatible? Its bug branch patch.
Juhn 21 Jul, 2023 @ 5:55am 
Ah no sry, it was about the compat patch with Stellaris Evolved :), thanks for responding anyway
corsairmarks  [author] 20 Jul, 2023 @ 9:27am 
This mod is up-to-date with 3.8 - are you having a specific issue?
Juhn 12 Jul, 2023 @ 5:53am 
Update please :b, that's such a cool mod
corsairmarks  [author] 1 Apr, 2023 @ 8:01pm 
@Pietas I uploaded a fix for the Shroud Arcology Whisperers bonus change.
corsairmarks  [author] 1 Apr, 2023 @ 1:09pm 
I don't play PD so I don't keep up-to-date with its other gameplay features. I'll take a look and I can probably account for the priest outputs and also the deposit.
Pietas 1 Apr, 2023 @ 1:01pm 
I'm seeing
produces = {
trigger = {
exists = owner
owner = {
has_country_flag = whisperers_covenant_confirmed
}
planet = {
has_deposit = d_pd_shroud_arc
}
}
physics_research = 1
engineering_research = 1
society_research = 1
}
under resources, and
inline_script = "jobs/pd_priest_outputs"
on the line above weight.
Unless I've just got an out-of-date version of the mod, and those are accounted for.
corsairmarks  [author] 30 Mar, 2023 @ 8:11pm 
@Pietas I admit to cluelessness. What modifier are you seeing that's unexpected?
Pietas 30 Mar, 2023 @ 5:43pm 
Annoying PD compatibility guy here: Shroud Worlds is now modifying the Bureaucrat job. Doesn't seem like a complicated thing to fix, just a couple of triggered modifiers.
Ulthar 13 Feb, 2023 @ 1:20pm 
I wonder if you could synergize with enigmatic engineering, to include enigmatic bureaucracy ascension where the citizen race understands it (decrease original pop empire size), but outsiders/immigrants find it nearly impossible to navigate (very low immigration + increase new pop size, however slaves will not count toward the pop)