Stellaris

Stellaris

Augmented Authorities Beta for 2.6
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...
Hydra 22 Apr, 2020 @ 6:13pm 
Can we get an updated compatibility patch for Local Production
laughingjack 18 Apr, 2020 @ 6:10am 
this is one of my favorite mods, definitely my favorite for government changes. super excited to see it updated
Mugi  [author] 18 Apr, 2020 @ 12:55am 
Small update while I work on additional improvements. The mod is now compatible with 2.6, but I expect it will need some balance adjustments. Please let me know of any issues.
Ragadad 12 Apr, 2020 @ 5:18am 
Thank you!
Mugi  [author] 11 Apr, 2020 @ 11:22pm 
I can definitely look into it!
Ragadad 11 Apr, 2020 @ 7:26pm 
First off, I love your mod! Second, is it possible to set the reward for the Raiding CB to be based off of pop count, and not planet count?
Mugi  [author] 8 Apr, 2020 @ 10:09am 
Fret not! I'm hard at work updating all the mods now that 2.6 has hit.
HolyFarglesnot 7 Apr, 2020 @ 10:57pm 
Yeah, I have no idea why it hits this mod, but for some reason it does! Thanks much!
Mugi  [author] 7 Apr, 2020 @ 12:17am 
That's a weird bug! I'll have to make sure it's fixed when I update the mod, thanks.
HolyFarglesnot 6 Apr, 2020 @ 7:11pm 
@Muggins this mod seems to block you getting Envoys from Federations and Policies. Don't know why, but I tested a TON and this was the one that did it.
tikks 5 Apr, 2020 @ 8:30am 
Excited to see what the newest update will bring!
Migstar117 26 Mar, 2020 @ 7:20pm 
can't wait for the new update :)
Mugi  [author] 24 Mar, 2020 @ 9:36pm 
I'm hard at work on an update, the overhauls to certain empire types (gestalts) and the culture buildings have just thrown a bit of a spanner into the works is all. Should be up within the week!
CaptainBadger 8 Mar, 2020 @ 10:40pm 
Are there any other mod incompatibilities with this one?
Mugi  [author] 1 Mar, 2020 @ 10:10pm 
I'll be updating for 2.6, fret not.
AnonLoneRanger 1 Mar, 2020 @ 8:54pm 
not for 2.5
Hydra 16 Feb, 2020 @ 8:00am 
I know this wont be Updated till Federations, but when i use this mod Lithoid synapse drone jobs require food as upkeap instead of minerals.
CyberRubyFox 11 Dec, 2019 @ 7:28pm 
Awesome! :) Looking forward to making a megacorp with tons of soldiers making trade value (buff? ;) )
Mugi  [author] 10 Dec, 2019 @ 11:23am 
I'll definitely be here for Federations!
CyberRubyFox 9 Dec, 2019 @ 8:37am 
Are you planning on keeping this updated for the next expansion? I love the additional variety it offers and would love to keep it in for my next MP game.
The Meme Officer of America 7 Nov, 2019 @ 8:18pm 
It's incompatible with a lot of mods right now, they simply overide it. Even Starnet AI.
Mugi  [author] 3 Nov, 2019 @ 1:10am 
Not yet, sorry! I think the most weirdness you can expect is the Terravore civic mot showing up.
Sjru 🐲 2 Nov, 2019 @ 7:46pm 
Is this updated?
Allikrid 13 Oct, 2019 @ 6:22am 
Two bad, I reallly loved the marketplace idea. But I also really like the ascension perks mod.
Allikrid 13 Oct, 2019 @ 6:21am 
It was. It seems than when two mods modify trade policies, the final one is the default one.
Mugi  [author] 12 Oct, 2019 @ 11:32pm 
It could be, Paradox seems to have changed how mod load order works in 2.4. But I'll have a look and see if I can find out why.
Allikrid 12 Oct, 2019 @ 7:46am 
My market trade policy from think tank is back to unity only (2.4). Is it a mod conflict ?
Mugi  [author] 11 Oct, 2019 @ 9:40pm 
Going by the changelog, you shouldn't actually experience any problems - 2.4 was mostly just for updating the launcher! But let me know if you find something.
Cardinal_Z 11 Oct, 2019 @ 11:23am 
Is there any need to update this mod to 2.4?
Mirage_Gaogamon 27 Sep, 2019 @ 8:55am 
It says that Indentured assets gives trade value for enslaved pops, but i did not see any effect. I tried it with the enlaved ones from my main species, so is it only effective for fully enslaved aliens?
Kserkes 23 Sep, 2019 @ 3:37am 
Im very interested in this mod, gonna check it someday, will it be compatible with https://sp.zhabite.com/sharedfiles/filedetails/?id=683096962? it also changes max leader level.
GameMaster 22 Sep, 2019 @ 1:57pm 
Ah, yes, the civics mod for Alpha... not as comprehensive...
Mugi  [author] 21 Sep, 2019 @ 11:22pm 
Different mods, different ideas. You can also check out the Alphamod civics overhaul.
GameMaster 21 Sep, 2019 @ 9:43pm 
This mod looks like the Culture Overhaul mod...
Dignity 20 Sep, 2019 @ 7:04pm 
this mod actually makes things good
fnix 19 Sep, 2019 @ 7:04am 
Hello! Is this mod compatible with AlphaMod? Or could you list the files changed by your mod? :)
Mugi  [author] 9 Sep, 2019 @ 7:15pm 
Slaver Guilds and Indentured Assets should still have the 20% forced enslavement rate. I didn't meddle with that for this release.
AntonyMosly 9 Sep, 2019 @ 6:42pm 
I don't seem to see which civic allows me to change the enslavement ratio to 20% it seems the slaver guild civic doesn't allow that. Am I missing a technology or a civic that would allow this?

This is probably my hands down favorite mod Muggins. Thank you so much
Sentimental Get 6 Sep, 2019 @ 12:37am 
Love your mod but it makes you unable to resettle undesirables. Being able to resettle all your xenos to a single planet is the main strength of Fanatical Purifier but you can't with your mod.
TurtleShroom 23 Aug, 2019 @ 9:37pm 
Personally, I would have connected the Civics by allowing the player and AI to build (and want to build) special Buildings, or even better, use the Policy system or Country Modifiers to provide empire-wide modifiers that add Jobs. That would prevent everything from being overwritten.