Stellaris

Stellaris

Expanded Mandates (3.7)
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.
Tovius  [author] 17 Apr, 2023 @ 6:26pm 
Unfortunately, if I don't reset the traits, the leaders end up with ruler traits instead of their previous non-ruler traits.
Ben_D⚜ 17 Apr, 2023 @ 5:54pm 
This mod would be fantastic if it didn't remove all the good traits the scientists had before their 2 terms were up. This mod even removes the Chosen One trait when "retiring" these characters. Is there any way to preserve the traits and simply add the retired traits instead?
Tovius  [author] 16 Mar, 2023 @ 11:27pm 
I've updated the Uplift Mandate to better interact with the changes to primitives. Please let me know how it works in your games.
MrFunEGUY 14 Mar, 2023 @ 9:48pm 
I bet you can do some fun new stuff with the primitive features. Maybe Xenophobe faction wants to invade/enslave some primitives. Maybe xenophiles want you to reveal yourselves and guide them, as some examples.
Tovius  [author] 14 Mar, 2023 @ 9:06pm 
Mod updated to 3.7. I might come back once I finish updating my other mods to see if the new dlc lends itself to any fun new mandates. If you have any suggestions, please let me know.
Tovius  [author] 12 Jan, 2023 @ 9:31pm 
Thank's. A fix will be uploaded shortly.
MrFunEGUY 12 Jan, 2023 @ 2:58pm 
Little typo syntax error in expanded_mandate_events.txt. Line 542 has a "." at the beginning of it.
Sjru 🐲 10 Dec, 2022 @ 11:04am 
Got this error: [16:02:44][effect_impl.cpp:12237]: add_event_chain_counter effect at " file: events/expanded_mandate_events.txt line: 558" attempted to increase counter for a country which doesn't have the event chain active
Tovius  [author] 20 Sep, 2022 @ 2:49pm 
Updated to 3.5
Maxar 30 Aug, 2022 @ 2:02pm 
The mandates in this mod reward WAY too much influence, making Egalitarian empires basically OP. I'd reduce the influence rewards to somewhere around 50-75% of their current values in this mod, or increase the influence costs to balance the game. I agree that the vanilla influence rewards are too low, but the rewards in this mod are way too high. These high influence rewards mean that Egalitarian empires can now expand way more in the early game, call-in favors basically as much as they want, call for ideas in the galactic community as much as they want, make claims on foreign territory as much as they want, make as many diplomatic pacts and agreements as they want, modify subject agreements as frequently as they want, and integrate subjects anytime they like!
bizmaster The Slav 12 Jul, 2022 @ 12:08am 
Does it have russian localization so if I launch this on russian version of the game i will get english text instead of errors?
Tovius  [author] 28 May, 2022 @ 4:06pm 
I can't weight mandates, I can only turn them on or off.
==FANATIC== 28 May, 2022 @ 9:58am 
Heya, so yeah I got one of the new ones about 2260 in to my game, one question I have is shouldn't "Interstellar Expansion" be weighted to be appear near the beginning of the game? The first time I got interstellar expansio, there are no more places to settle anymore. Everything is taken and I'm hemmed in.
Tovius  [author] 26 May, 2022 @ 9:17pm 
It's working, there are just a lot of mandates, so you might not see any of the new ones sometimes.
==FANATIC== 26 May, 2022 @ 1:36pm 
Here's a save with the only mod being this mod on a vanilla democratic empire preset, I ran the command democratic_election (or however that command is spelled) and it still only gave me orbital researcher and etc. This link will probably expire after 14 days as I have not registered the account. {LINK REMOVED}
==FANATIC== 26 May, 2022 @ 1:34pm 
Here's an image of an election with the mod on. https://i.imgur.com/y8WEpGE.png
==FANATIC== 26 May, 2022 @ 1:25pm 
Hey there, I was trying this out but for some reason I am not getting any of expanded mandates, only orbital researcher, and mining stuff. I tried the game with only that mod and it didn't work either. Links in upcoming comment
Tovius  [author] 12 May, 2022 @ 10:00am 
Updated for 3.4
Botroas 22 Apr, 2022 @ 5:41am 
Yaaaay! Thanks!
Tovius  [author] 21 Apr, 2022 @ 4:31pm 
Good news: I finally squashed the "retired rulers get ruler traits" bug for good.
Tovius  [author] 7 Apr, 2022 @ 7:52pm 
Due to steam acting up, I had to reupload Spaceborne Civs Expanded. You can download it here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2790961377
Tovius  [author] 28 Mar, 2022 @ 10:27am 
I don't touch agendas, so it should.
henk 28 Mar, 2022 @ 6:03am 
Does this work with "Your Ruler can select Agenda"?
Tovius  [author] 21 Mar, 2022 @ 6:37pm 
I'll look into it
OtherPlayers 21 Mar, 2022 @ 1:41pm 
Am I supposed to be able to just apply the awoken trait to my robots? The flavor text seems to reference some event but I can just slap it on through regular template modding.
Peter34 2 Mar, 2022 @ 9:41pm 
Thanks for updating!
Tovius  [author] 2 Mar, 2022 @ 8:29pm 
Minor Update: ignoring term limits now cost unity instead of influence
Tovius  [author] 23 Feb, 2022 @ 7:08am 
Updated for 3.3
Botroas 10 Dec, 2021 @ 8:36am 
Hi!
I had a bug, when in a democratic empire, the ruler maxed out his terms (2nd), and could not be voted ever again (I dont used the option with the forced additional term).
He came back into his previous leader role, but kept his ruler traits, and did not got back his old leader skills.
But when a ruler was not re-elected after 1 term, they go back to their old leader category (governor, scientist, etc.), with their previous leader traits just fine.
Could it be a problem whe they have a mod specific mandate in their last term or the bug is from the basic game?
[Killzone Tactical] MelodyHarper 30 Nov, 2021 @ 3:27pm 
I have tried this mod with a friend, and he reports a lot of missing text that we suspect is because he's a French speaker and this mod has no French text...

Because I would actually like to play with my friend, I humbly request to be given the orgininal in-game texts and be allowed to give you a translation.

Thank you for your understanding.
Botroas 29 Nov, 2021 @ 11:13am 
Thank you!
Tovius  [author] 22 Nov, 2021 @ 12:49pm 
Mod Updated to 3.2
Tovius  [author] 15 Sep, 2021 @ 9:57am 
Mod updated to 3.1.
Omicron 1 Jul, 2021 @ 1:36am 
Can confirm, democratic rulers that step down with active term limits in place keep their ruler traits. I've already converted five of my governors that way, and I'm honestly considering firing several of them because I'm starting to run out of research bonuses...
Buttered Sausage 21 Jun, 2021 @ 11:08pm 
Not sure if it's this mod causing it but when my leader steps down after the two term limit, the leader still has their ruler skills and not any appropriate skills for what their new job is like science or admiral or governor.
Omicron 19 Jun, 2021 @ 12:18pm 
I'm considering to get this mod solely for fixing the dumb auto-failing of successfully completed mandates if the leader happens to die during their term.

But I wonder: was it really necessary to buff the unity output, and then add another bonus on top? That's kind of a triple-stacked buff to democracies, compared to vanilla. Doesn't that make the other government types too weak in comparison?
Bronson 11 May, 2021 @ 3:40pm 
I have a feature request. Would it be possible to add an option that would allow you to toggle between fulfilling mandates and having some sort of passive bonus? Basically you could assess if you are able to reach your current mandate goal. If you are not confident you could reach the mandate in the 10 year period, you could active a policy or edict that would instantly fail your mandate but then provide you with a lesser passive modifier instead (maybe something generic like +5% unity bonus empire wide or something more specific that directly ties to the mandate you passed up). The reason why I though of this is, some mandates (and to an extent the whole mandate system in general) become cumbersome as you exit the early to mid game phase. After having put hundreds of hours into playing as a democratic government type, it would be nice to have an alternative option that was a bit more streamlined even if weaker.
метро 29 Apr, 2021 @ 10:44am 
Cool mod concept! Just curious, is it save game compatible?
calvitix 25 Apr, 2021 @ 5:34am 
thanks a lot !
Tovius  [author] 18 Apr, 2021 @ 3:10pm 
Updated to 3.0.