Stellaris

Stellaris

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Augmented Authorities Beta for 2.6
   
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1.231 MB
15 Jul, 2019 @ 10:46pm
18 Apr, 2020 @ 5:10am
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Augmented Authorities Beta for 2.6

Description
For patch 2.6. A conservative civic and government overhaul mod.

A lot of the civics in Stellaris have effects that I don't consider to be all that interesting. There are the standouts like Inward Perfection and Driven Assimilator, but many are just small, flat modifiers to your empire that are easily forgotten. While these civics make for good seasoning to an established empire, I wanted something a little extra to give my galaxies a bit more diversity.

Mod Features
  • This mod overhauls almost every vanilla civic. For some civics this just meant tweaking the numbers or adding an extra modifier, while other civics needed an entirely new mechanic to truly shine.
  • New civics! Mostly for corporate authority, as I haven't seen many other mods tackle them yet. More to come.
  • New jobs! Some civics replace some of your culture workers (or regional equivalent) with new specialists: Ideologues, Innovators, and more!
  • 3 Civics instead of 2, allowing for more empire variety from the get-go.
  • Minor changes made to jobs like Entertainers, Priests, or Ruler-tier jobs to give certain civics further definition.
  • A lot of under-the-hood changes, like a more robust Raiding war type for Barbaric Despoilers that plunders all basic resources (not just energy and minerals) based on the enemy empire's population count (instead of their planet count).
  • Pop ethics shift rate is significantly increased, helping modifiers to ethics attraction and suchlike to make a real impact.
  • Leaders can reach up to level 20 (from 10), helping significantly with the vanilla leader level bloat.
  • Megacorp branch offices now get a building at 0 pops and every 20 pops thereafter (instead of one for every 25 pops), making early branch offices significantly more lucrative.
  • I'm not finished with this mod! I'll be adding new origins and touching up other vanilla civics (Cutthroat Politics, Static Research Analysis, etc.) as time goes by.

Recommended Companion Mods:
  • If you want to use this mod with my other mods, with Starnet, or with the Unofficial Hive DLC, use this compatibility patch.
  • The Unofficial Hive DLC fleshes out hive minds more than I could ever hope to myself.
  • Planet Raider to further flesh out planetary invasions (with additional benefits for Despoilers and Genocidals!)
Popular Discussions View All (1)
1
5 May, 2020 @ 12:51am
Barbaric Despoilers
Ragadad
107 Comments
Binch 19 Apr, 2021 @ 1:23am 
Are there any chances of an update?
Journeyman Prime 22 Jun, 2020 @ 3:22am 
So has it been updated yet?
Journeyman Prime 7 Jun, 2020 @ 7:04pm 
np, just making sure you know.
Mugi  [author] 7 Jun, 2020 @ 1:02pm 
I'll make sure to include it in the update. Give me a couple of days.
Journeyman Prime 7 Jun, 2020 @ 4:06am 
Mod is broken. It removes the "-20% Edict Cost" and "+1 Edict Capacity" from the Demo/Oli and Dict/Imp authorities respectively. Might wanna fix that as those are somewhat significant parts of the new update...
Wewei 19 May, 2020 @ 4:05pm 
excellent mod, hope to be updated soon!
Ragadad 15 May, 2020 @ 11:08am 
Hey man, how's the update coming? :)
Froggy 5 May, 2020 @ 1:45am 
at least it wouldnt conflict with criminal heritage but it would make mercenary harder to get since you'd need a branch office on your planet but would also make it really interesting to use with criminal heritage since you dont have to form commercial pacts. I think it would be really cool dynamic
Mugi  [author] 5 May, 2020 @ 12:48am 
I could have it check for a branch office instead of a commercial pact. Do you think that would be better?
Froggy 4 May, 2020 @ 1:42pm 
So private military companies enable partner empire from commercial pacts to recruit mercenary armies but criminal heritagle disable commercial pacts...