Stellaris

Stellaris

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Expanded Mandates (3.7)
   
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2 Jan, 2018 @ 3:11pm
20 Apr, 2023 @ 11:24am
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Expanded Mandates (3.7)

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
For Stellaris Version: 3.7

Adds additional mandates for democratic empires. Now you're not just limited to building mining or research stations.


General Changes
-All mandates give 10 months worth of unity
-All mandates give an additional reward that lasts for 10 years (reward depends on mandate, check your empire modifiers after a mandate is completed)
-Mandates that reward on end of term now also reward on leader death, assuming you have satisfied the mandate's requirements
-Mandates that reward on end of term instead reward when elections start
-Some mandates now have sanity checks that limit when they can show up
-Leadership of factions will occasionally change hands for various reasons
-Democracies may adopt term limits

-Restored the old awoken trait from the Limbo anomaly

Modified Mandates
-Buildings observation posts count towards orbital research mandate
-Building a research district on a habitat will complete the orbital research mandate
-Building a mineral or energy district on a habitat will complete the orbital mining mandate
-Build District mandates now account for additional appropriate districts. Building one relevant ringworld district will complete the mandate
-Build District mandates now also count relevant buildings (such as mineral processing and rare mining buildings for mining districts)
-Industrial districts now count for the Urbanizer mandate
-Voidborn Origin gains access to all district related mandates except farming

New Mandates

Interstellar Expansion
Either colonize a new planet OR expand into 4 new systems

Interstellar Highway
Construct 4 Hyper-Relays (requires Hyper-Relay Technology)

Interstellar Exploration
Completely Survey 6 new systems

Peacemaker
Be involved in no wars by the end of your term

Shipwright
Must be using at least 75% fleet capacity by the end of your term

Uplift Species
Uplift a pre-sapient or pre-FTL species in your empire
Uplifts from events such as the Nivlac count
A successful Plant Knowledge operation counts (except for the Setback outcome)
It also counts if a Pre-FTL you have a Provide Technology agreement with advances an age

Great Emancipator
Ban slavery

Outlaw Robotics
Outlaw both robots and AI

Legalize AI
Legalize both robots and AI (either servitude or full rights)

AI Liberation
Give AI full rights

Aggressive Diplomacy
Set war policy to unrestricted or liberation

Defensive Stance
Set war policy to no wars

Xenopurger
Purge five xeno pops

Army Recruiter
Recruit 6 armies. Buildings and upgrades to buildings that give soldier jobs count as 3 per additional soldier job. Buildings that give enforcer jobs count as 2 per additional enforcer job.

Xeno Alliance
Join a defensive pact or federation

Xeno Isolation
Leave any defensive pacts or federations, break any migration treaties, have accept no refugees policy

Warmonger
Start an aggressive wars

Declare Rival
Declare a rivalry

Open Migration
Sign a migration treaty

Science Without Borders
Sign a research agreement

Individual Freedom
Ban resettlement and population controls, no pops under migration control

Xeno Disenfranchisement
No xenos have full citizenship rights by end of term

Tough on Crime
No planet has more than 15% crime


Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.


Compatibility:
This mod, in addition to modding the mandate related files, modifies parts of the following files:
anomaly_events_7
distant_stars_events
observation_events
Popular Discussions View All (4)
2
19 Mar, 2018 @ 2:33pm
Error + Solutions (FIXED)
Kiyosan
0
29 Mar, 2023 @ 7:16am
A question
Zh3ka_
0
28 Jun, 2021 @ 1:03pm
Error in text - missing bracket?
Nilserrich
147 Comments
Mortarch Of Blood 31 Jul, 2024 @ 11:06am 
day...maybe try reading comments before commenting. It often has the answer.

By the dev Tovius "Welp, looks like 3.8 removed mandates and agendas completely, so I won't be updating this mod any further."
day 2 Jul, 2024 @ 9:27pm 
Does this still work
T'Challa 22 Jul, 2023 @ 9:30am 
Hi Tovius, Just dropping by to let you know that the term limits feature of this mod does still function. I've had about 5 deep runs with this mod and have noticed that the Leader is barred from running again after the second term.
Tovius  [author] 9 May, 2023 @ 11:30am 
The non-mandate related changes (such as political retirements and term limits) will probably make their way into Expanded Events.
Tovius  [author] 9 May, 2023 @ 11:25am 
Welp, looks like 3.8 removed mandates and agendas completely, so I won't be updating this mod any further. I will keep it up for now for people who are still playing with 3.7.
Tovius  [author] 28 Apr, 2023 @ 2:24pm 
@Ben_D
It looks like 3.8 will be removing the ruler class (they retain their previous leader class instead), so next patch will neatly resolve the issue.
Tovius  [author] 28 Apr, 2023 @ 2:23pm 
Just a heads up: when I next update my mod (probably after the 3.8 comp patch), it will require Scripted Trigger Undercoat, so I would recommend downloading it now. Place it on the top of your load order (but below any other patches)
Ben_D⚜ 20 Apr, 2023 @ 12:54pm 
Good to see some progress on that issue.
Tovius  [author] 20 Apr, 2023 @ 11:25am 
I've figured out how to preserve chosen one, psionic, cyborg, and synthetic ruler traits when a ruler resigns.