Stellaris

Stellaris

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Government Variety Pack (for v3.0)
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6.348 MB
9 Apr, 2017 @ 12:11pm
14 Sep, 2021 @ 8:08am
97 Change Notes ( view )

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Government Variety Pack (for v3.0)

In 1 collection by LittleRaskol
LittleRaskol's Stellaris Mods Collection
3 items
Description
A grab bag of new civics and government types.

This is a backup/legacy version for Stellaris v.3.0.* (D!ck). The current version can be found here: Government Variety Pack (Current)

New Civics

A total of 72 new civics, broken down into 7 origins, 20 normal civics, 19 hive civics, 14 machine civics, and 11 megacorp civics. Additionally, 5 base game civics have been enhanced with expanded features. Even short summaries cannot be contained in the character limit so see the dedicated civics thread for detailed descriptions.

New Governments

Around 80 new governments (I may have lost count at some point!) spread across nearly all authority types and combining vanilla and GVP-added civics. They are also listed in their own thread. The requirements for making them are in the first reply to that thread.

Special Thanks

ICONS
Wanna give a HUGE THANK YOU to Meltup for making unique icons for the new civics. They look cool and I am super happy someone stepped up to help out with this.

Other Contributors
  • Steam user Namazuo "Horse Poop" Toushiro came up with something like 17 new government suggestions that were all awesome, I added them and they served as the inspiration for a few more.
  • Steam user Garlic Pudding came up with four government ideas I incorporated, and one I have yet to incorporate but a new Civic is WIP for it.

Compatibility and Patches

This mod only adds new things to the game, in new files. There's no possibility of my mod conflicting with another due to both editing base game files, and will only conflict with other mods if for some reason another mod has files with the exact same names in the same places as this in mod. However, if a mod radically changes the way ethics work (especially renaming the base ethics), compatibility will be shaky at best. There's also no guarantee that combinations of mod-added features will "play nice" or be balanced against/with each other in game.

Compaitibility patches exist for a few mods. Some are maintained by me, and some by the other mod's author. They are:

There are a few patches and other versions of this mod. These all require the main GVP mod (this), and do nothing but selectively remove features. If you want all the features of this mod, you don't need any of these patches/alternate versions. They do not add anything and only provide options for users who for whatever reason want to exclude some features.

The patches and alternate versions are:
All are available on my Workshop page.

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Popular Discussions View All (8)
114
6 Sep, 2021 @ 11:26am
PINNED: Big List of Governments Added
LittleRaskol
48
14 May, 2020 @ 10:33am
Plan for 2.2
LittleRaskol
55
18 Mar, 2022 @ 4:31am
PINNED: Balance Issues & Bug Reports
LittleRaskol
840 Comments
LittleRaskol  [author] 14 Sep, 2021 @ 8:09am 
New version will be available here: https://sp.zhabite.com/sharedfiles/filedetails/?id=2601883293

(Check back in a minute if the link does not work.)
LittleRaskol  [author] 13 Sep, 2021 @ 3:15pm 
So, in the past, when major updates came out I have uploaded a "legacy" version of the mod. I think this time around I am going to start fresh with a new upload and maintain this as the legacy version. This should make it easier for people finishing up their saves on the old version (no need to subscribe to a new mod). This is just a heads up that when Lem 3.1 drops, you will have to subscribe to a new upload. I will link to it here though!
Crazy Old Texan 12 Sep, 2021 @ 11:44am 
Thank you sir.
LittleRaskol  [author] 11 Sep, 2021 @ 7:52am 
Finally managed to post the update that was 90% done before we got a puppy like 3 months ago, lol. Check the change notes for details but the big changes are:

-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 gives the player a choice of different effects on empire governance.
-Universal Sovereignty: Gets an opinion boost with weaker independent empires. (i.e., potential vassals)
-Various civic combinations have triggered diplomatic opinion modifiers. (This should impact how various strongly themed empires interact without the hassle of having to make AI personalities.)
-Returned the "Galactic Empire" joke governments under new, even more bombastic names.
LittleRaskol  [author] 22 Aug, 2021 @ 6:36am 
Nope. I don't know what combo of game elements would be specifically Islamic as opposed to religious, like idk, that just sounds like it could be a Theocratic Dictatorship or Theocratic Monarchy with Muslim names for things. To do the concept justice we'd need civics reflecting different religious ideas and tbh that's just not primarily where my interests lie.
Swedish Mate 21 Aug, 2021 @ 12:55pm 
Have you considered adding some sort of an interstellar Caliphate government form for the more islamist inspired custom civs?
LittleRaskol  [author] 6 Jul, 2021 @ 6:16am 
1500 faves seems like a good milestone to make a general announcement about the mod's future development: At this point, releases are constrained primarily by the need for testing. Basically, I have a lot of in-development content that needs extensive playtesting. There are a few planned features with complex event chains and activated abilities. I simply don't have the time to play them all through by myself. I have not worked out yet exactly how I will deal with this, but if you are interested in helping, I want to centralize assistance through the Stellaris Modding Den Discord. There is a link in the mod description. In this mod's channel under the Hosted Mods category are further instructions. Thank you!
LittleRaskol  [author] 27 Jun, 2021 @ 3:28pm 
Some of the governments use only base-game civics. So there would be a lot of governments missing but any that rely on just base-game content would work.
Brisbane Socialist 25 Jun, 2021 @ 5:14am 
Don't all the new governments depend on the civics? I don't see how a government-only submod would work
LittleRaskol  [author] 19 Jun, 2021 @ 10:26am 
Governments-only submod is in the "maybe" column for now.

People can post origin suggestions in the civics suggestions thread with the usual warning that my development time is at a high premium right now! So I may not even get around to ideas I like.