Stellaris

Stellaris

Government Variety Pack (for v3.0)
 This topic has been pinned, so it's probably important
LittleRaskol  [developer] 31 Dec, 2020 @ 3:45pm
Next Version Notes
(This post will be kept sort of up to date with the release notes for the next version, usually when I am pretty confident about the next version's content.)

Update: So the next version stuff below is probably going to get pushed back a bit for more testing. I do have some other, less intense things in the works for the actual next update: basically, going back through old civics that are kind of lackluster and boring and spicing them up. This might not make, e.g., Lifelong Learning a game-changing civic pick, but it will give you something more interesting to do with it. Similar scale "new options" are slated to be attached to Utilitarian Planning, Universal Sovereignty, and Royal Absolutism.

This kind of update to "boring" civics will happen in waves, with the above being the first wave. After that I have plans for Combat Data, Colonial Fiefs, Public Works, and Imperial Economy. After that we'll see!

As for what you can expect in the first Civics Improvements Wave?
  • Lifelong Learning: Gets access to the Promote Citizen Scholarship edict that gives special researcher jobs per pop.
  • Utilitarian Planning: Gets access to the Work Allocation Plan planetary decision, which alleviates unemployment.
  • Royal Absolutism: Gets access to the Proclamation of Justice edict that ends policy cooldowns.
  • Direct Revelation: Now has options to ignore Wild Cult popups.
  • Returned the "Galactic Empire" joke governments under new, even more bombastic names.
  • Various other small improvements and fixes.

Next up (later!): More Origins, Colonial Chartering Civic
  • Added three new origins: Uplift, Sublight Empire, and Sublight Commonwealth.
  • Uplift lets you play as the subject of an uplift/enlightenment action, starting as a special vassal of an advanced start empire that raised you to the stars. You have the option to select special species traits or an empire bonus.
  • Sublight Empire starts you with three special tributary vassals of your starting species bound to you by your monopoly on the secret of hyperdrive. (Note: This is mostly represented by an opinion modifier, the vassals can absolutely use hyperlanes.)
  • Sublight Commonwealth is similar to the above but less... imperialistic. The vassals aren't tributaries but do provide prestige and they have fewer limitations.
  • New megacorp civic Colonial Chartering: +15% research and mining station output, special vassal interactions (ht to Garlic Pudding for inspiration) - intended to replicate the European "colonial companies" of the Early Modern Era.
  • Added new government type "Colonial Charter Board" based on the above civic.
  • Civic Direct Revelation now has options to ignore Wild Cult popups.
Last edited by LittleRaskol; 5 Jun, 2021 @ 5:19am
< >
Showing 1-4 of 4 comments
LittleRaskol  [developer] 31 Dec, 2020 @ 3:45pm 
Even further future plans:

1. I want to take a look at some of the "original" civics and make them more complex and interesting. I started off with the original batch of civics just trying to give ethics and authority combos that didn't have many civics more options, and use up unused modifiers in the game. I am less concerned about "balance" on that level and more concerned with making the civics more impactful.

2. I have had a bunch of content in the works that is just too ambitious to easily test, that I think I'm in a position to start vetting and releasing. Some of the more interesting of these:
  • Space "savages" using technology far beyond their ken.
  • Figurehead monarchies (that may not be content to remain figureheads forever).
  • A civic the emulates the weird political world of classical Greek democracy: sortition, ostracism, and stasis wars between tyranny and equality.
  • Governments of otherworldly eldritch horror.
  • A civic that sets you on the path to galactic ascension (i.e., the backstory of a Fallen Empire).

3. I maaaay want to do things that edit base game files. I have always been leery of this because I want to keep compatibility between my mod and other mods perfect. However, a lot of the workarounds I have done to manage this are annoying and there are some things just straight out of reach. With the advent of mod managers like Irony that can handle conflicts and merge them, this may be less important.
Last edited by LittleRaskol; 10 Jan, 2021 @ 7:54am
LittleRaskol  [developer] 31 Dec, 2020 @ 3:45pm 
Former future version summaries:
  • Megacorp expansion (see change notes for v1.6.8 on Jan 1 @ 10:31am)
Last edited by LittleRaskol; 10 Jan, 2021 @ 7:55am
Ragnarok 2 Jan, 2021 @ 5:11pm 
I was wondering where all the amazing megacorp options had come from. Great, now I can finally put those extra civic slots to good use.
LittleRaskol  [developer] 5 Jun, 2021 @ 5:08am 
So the next version stuff in the OP is probably going to get pushed back a bit for more testing. I do have some other, less intense things in the works for the actual next update: basically, going back through old civics that are kind of lackluster and boring and spicing them up. This might not make, e.g., Lifelong Learning a game-changing civic pick, but it will give you something more interesting to do with it. Similar scale "new options" are slated to be attached to Utilitarian Planning, Universal Sovereignty, and Royal Absolutism.

This kind of update to "boring" civics will happen in waves, with the above being the first wave. After that I have plans for Combat Data, Colonial Fiefs, and Imperial Economy. After that we'll see!
< >
Showing 1-4 of 4 comments
Per page: 1530 50