Stellaris

Stellaris

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Potent Rebellions [3.14] - Legacy Update
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25 Jan @ 5:06am
28 Mar @ 12:57pm
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Potent Rebellions [3.14] - Legacy Update

In 2 collections by FirePrince
FirePrince's ADT Recommendations (3.14)
52 items
FirerPrince Stellaris 3.14
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Description
⚠️ This Mod does NOT work for the Current (4.0 'Phoenix') Version! ⚠️


This is an approved update and continuation in honor of Caligula’s great Potent Rebellions, bringing it to version 3.14.* of the game. All credit goes to him (now PDX Dev).

This mod expands the Vanilla rebellion mechanics to make them a more significant threat to established empires. As it is, rebellions are fairly rare and pose virtually no threat whatsoever to your empire, as the revolutionaries start with huge disadvantages: They are one planet and have no fleet. Only in exceptional circumstances will they seek to join a larger empire. A successful revolution will also not impact on the likelihood of more planets revolting. One can therefore safely ignore unrest, or at least treat it as a minor annoyance.

This mod changes all that, through several measures that basically buff revolts and add more reasons for revolts to happen:
Originally posted by Caligula:
  • Sow Unrest: Sow unrest in nearby planets using a planetary edict, unlockable by tech. Adds unrest and unhappiness modifiers to planets that are in range.
  • Subsidise Rebels: Successful rebellions will ask nearby countries that are hostile to the country they are rebelling from to subsidise them. These countries can also gift them a fleet if their own fleet is strong enough (at least 200).
  • Give the rebels resources: Rebellions are given a fleet based on their fleet capacity, an offensive army, unity (they used to start from scratch), and temporary modifiers that help them support their fleet and get themselves off the ground. However, without subsidies they will still not pose an existential threat unless there are multiple rebellions at once (which is now possible).
  • Revolt into bigger countries: Rebels will now merge into a bigger country wherever that makes sense. Previously, they would only join their original owners if they were a nationalist revolt or an egalitarian empire if they were slaves. Now, they will join any country that is of their species, including, say, one that has emerged via a revolt.
  • Introduce waves of unrest: If one planet successfully revolts, and you own other planets with high unrest, there is a chance (scaled by unrest levels and whether their grievance is the same) that they will attempt to revolt as well over the next few months (capped at six months, unless further revolts succeed). If a nationalist revolt succeeds, all pops in the empire of the same species will also get -20% happiness for 5 years.
  • Expanded Slave Revolt Mechanics: New empires emerging from slave revolts are given unique names, name lists, emblems and special civics. The civic 'Free Republic' grants +15% Egalitarian Attraction and +15% fire rate when at war with a slave-owning empire, and 'Breaker of Shackles' creates unrest in neighboring countries' slave populations at the cost of massive relations penalties with slave-owner empires that make peaceful coexistence almost impossible. The AI will only use these civics (and names, emblems etc.) when there is a slave revolt. You can select them for your own campaign, though (but only both at once), or pick the prescripted empire I made.
  • State vulnerability: If a state is severely defeated in war or has hostile neighbors that are ‘overwhelmingly’ more powerful than it, its population will lose confidence in it. It will be given penalties to ethics divergence, unrest and happiness (especially in oppressed pops). This means that a state that has ‘had it’ will fall apart, as has tended to happen historically. Note: If you have your fleet at 90% fleet capacity, you cannot get this modifier (as the population know you are doing your best).
  • Patriotic Revolts: If you are at war with an empire and have pops of their species, they will be unhappy and my try to revolt. If they succeed and join them, but you win the war convincingly (the main opponent must end up with pathetic fleet power vs you, and if the country that your planets revolted to is a secondary war participant, that planet must have at least inferior fleet power), you will claim the planets back.
In terms of balance and gameplay, I hope that this will create a more fluid mid and late game, with rebellions hopefully breaking the stalemate that tends to emerge between the powerful empires, and allowing failed states to fade into obscurity. I also hope that this will provide challenges for the player, forcing them to administer their empire well or risk it falling apart (something that I have made a real possibility).

The Future: I've added all the features I want to add to this mod, and now work for Paradox...

Included Vanilla Fixes:
Syncretic Rebels do not have Leaders[forum.paradoxplaza.com]
Secessionist Rebels do not have Ethics[forum.paradoxplaza.com](2)[forum.paradoxplaza.com]

Recommendations:
Dynamic Political Events — highly recommended
Expanded Events
Rise and Fall — even more balance

Compatibility:
✔️ Should be compatible with nearly every other mod. Large parts of the old unrest_events.txt are now vanilla.
✔️ Supports The Merger of Rules
✔️ Supports DMM
• You can add the mod at any time to a game.
• For Modders: If you'ed like to make this mod compatible for some interactions, there is a scripted var for conditions:
@potent_rebellions_expanded_active

Alternatives:
Civil Wars (by MrFunEGUY) probably sticking

Feedback: If you see anything weird, let me know! Also tell me if you think it is too hard or too easy (for you or the AI), so I can continue to refine the balance.
Finally, if you like this mod, please

Credit:
• Caligula Caesar: creating the mod (08/2017-02/2022)
• Trickity: additional flag icons (04/2019)

Localisations:
🇬🇧 English
🇩🇪 German
🇫🇷 French - grâce à Vilcoyote
🇷🇺 Russian - благодаря Isyava
🇪🇸 Spanish - gracias a DARH
🇯🇵 Japanese - 感謝 FebHare
🇰🇷 Korean - 덕분에 Pinenuts
🇨🇳 Chinese
🇵🇱 Polish - Dzięki Alan Kraskow

• Check out my mod list on Steam!
71 Comments
Perambulante in tenebr 18 May @ 2:12am 
ладно товарищ,как будет время обнови мод для фанатов революций,мы ожидаем.Ты молодец что обновил этот мод первый раз.Но обновить на версию 4.x и больше тебе не придётся трогать данный мод долгое время.
Tralalero Tralala 9 May @ 10:45pm 
r u alive bro
ulriquinho 9 May @ 10:32am 
I just found out this mod was revived and I AM ECSTATIC. I can't wait until you patch it up to 4.x (no pressure on updating, I know these things take time, just expressing enthusiasm in discovering this mod is back!!!). Thank you for reviving it!!!
jtbush00 6 May @ 8:49am 
Update?
y1224y1 16 Apr @ 1:56pm 
@FirePrince 알고 있습니다 현재 모드충돌때문에 버전업을 하지않고 쓰고있어서요 그래서 3.13버전이 필요한것입니다
FirePrince  [author] 16 Apr @ 11:40am 
@y1224y1: 3.13과 하위 호환되어야 합니다.
y1224y1 16 Apr @ 10:10am 
된다면 사례해드릴수 있습니다
y1224y1 16 Apr @ 10:09am 
3.13 버전 출시 가능할까요?
FirePrince  [author] 8 Apr @ 2:46am 
Let's check this, it seems like I need to touch espionage too.
I'll add this to the to-do. I'll also add an feature for recently conquered planets.
Mr Toast 6 Apr @ 6:42am 
Quick Question, is there some way to actually start a rebellion in a enemy empire?
I know that you can use the "Sow Unrest" Decision, but when my planet is neighboring a enemy empire, it says no targets available.