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Ruling Class: Reborn - Bug Branch Version
   
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16.466 MB
18. juni kl. 1:25
24. juni kl. 4:41
9 ændringsbemærkninger ( vis )
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Ruling Class: Reborn - Bug Branch Version

Beskrivelse
LOAD ORDER:
1. Other Mods
2. Ethics and Civics: Bug Branch
3. Ruling Class: Reborn - Bug Branch Version (This is this mod.)


NOTICE
This mod is a standalone version of Ruling Class made to be compatible with Bug Branch. It will not load with the original Ruling Class: Reborn or any other version of the mod.

Additionally, it is incompatible with UI Dynamic and it's sub mods. (Don't use the Ruling Class + Dynamic UI Compatch either, it's not made for this Bug Branch version of Ruling Class.)


Explanation
The base game allows for various political systems - Democracy, etc. This mod adds nuance by changing how governance functions through two mechanical systems related to authorities and by tweaking ethics:

Authorities (Rework of Vanilla)
Revamped authority system based on power distribution where hierarchy is on the extreme right and anarchy is on the extreme left: Anarchy, Polyarchy, Oligarchy, Monarchy and Hierarchy. (As well as the three types of corporate governance from Bug Branch!)
Authorities answer the question: how many individuals are in power?
Besides the normal empire wide bonuses and election types, Authorities define the kind of Politician Pop your empire will have, such as Councillor, Royal, Legate, etc. No more generic "Politicians".

Ruling Class (Entirely New System)
With Authorities we define how many people are in power but that leaves open just who exactly is in power? Is it the Clergy? Perhaps the wealthy? Or maybe military? It might be one of many more besides.
Represented as a civic, the Ruling Class mechanic aims to answer this question. You may only choose one Ruling Class Civic, but it has significant changes to how your society functions. There is a new pop type, the Ruling Class pop, it counts as Ruler Strata, along with the Politician types. Just like your Politician pop type depends on your Authority, your Ruling Class pop type depends on your Ruling Class, each with their own bonuses and modifiers. Ruling Classes also enable new enforcers, bureaucrats, armies, buildings, holdings, etc.

Ethics Changes
This mod uses the seven axis of ethics from Bug-Branch, creating a far more diverse and rewarding reflection of your empire's values.

Example of possibilities:
You can have, a highly hierarchical society with elites who rule with an iron fist where it doesn't matter which species is holding the whip;
or; a highly hierarchical society with benevolent overlords but certain species (or all xenos) are discriminated and forbiden from being other than menial workers, servants and slaves;
or a nightmarous hierarchical society of iron fist elites where all xenos are oppresedand the founding species can not become menial workers, only specialists and leaders;
or a free egalitarian multicutural utopia;
or an egalitarian multicutural society fueled by the blood of the "Enemies of the People" and those who deviate from the norm;
or an free egalitarian society that considers xenos animals not worthy of any right;
or whatever in between.

---

This mod:
..is not compatible with Iron Man.
..is on "perpetual beta", feedback is welcomed!
81 kommentarer
Sakkasis For 5 timer siden 
So I think the trade policies this mod adds might be overwriting the base game trade policies in some weird way I can't explain, maybe it's defaulting to consuming 100% of excess trade and converting it to nothing? I dunno, I'm not a modder but I hope this helps.
Sakkasis For 5 timer siden 
@Wayjourner
I also noticed the trade being always at zero thing and I might have an idea on why that is, maybe... So I noticed that no matter what the excess trade that is being produced, and always only the excess was being consumed by my trade policy. In 4.0 they changed trade policies since they also added trade as a resource so that now they convert a percentage of the trade you produce into a resource, energy credits at a rate of 50% by default, but it used to be that collected trade would additionally produce those resources like energy credits. I noticed that the trade policies that this mod adds into the game still showed the old tool tips that for every 1 trade collected the trade policy would earn you 0.5 food and minerals for the "Growth and construction" policy as an example.
mdungria 24. juni kl. 9:03 
@Wayjourner
U're good, man. Honestly u dont owe anybody anything. yet u still do what u do. cheers m8. thank d stars for people like u.
From Marx To Serious 24. juni kl. 6:34 
I had the same issue with every single empire I played
Poncho 24. juni kl. 5:51 
im only running bug branch and this mod. And it's any empire i play. I started 5 games with random empires and they all had all their trade always at 0
Wayjourner  [ophavsmand] 24. juni kl. 4:40 
@Poncho
I'm not seeing this in game. What's your empire set-up and mod-list look like so I can try and replicate the issue?
Wayjourner  [ophavsmand] 24. juni kl. 4:39 
@喵小夕 · F_thx
Ah, that's it. Cheers.
Poncho 24. juni kl. 3:08 
playing with this mod causes trade income to be always at 0 for some reason
喵小夕 · F_thx 24. juni kl. 2:33 
Your parentheses appear to be unclosed.
@Wayjourner
Wayjourner  [ophavsmand] 23. juni kl. 23:40 
@喵小夕 · F_thx
Thank you for the heads up - I've changed 'show_on_uncolonized' for covenant districts. Although, not sure what you refer to for 'zone_slots'; 'district_segregated', 'district_settlement' and 'district_covenant' already use them. Did I miss something?