Stellaris
Augmented Authorities Beta for 2.6
107 comentarii
Binch 19 apr. 2021 la 1:23 
Are there any chances of an update?
Journeyman Prime 22 iun. 2020 la 3:22 
So has it been updated yet?
Journeyman Prime 7 iun. 2020 la 19:04 
np, just making sure you know.
Mugi  [autor] 7 iun. 2020 la 13:02 
I'll make sure to include it in the update. Give me a couple of days.
Journeyman Prime 7 iun. 2020 la 4:06 
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 mai 2020 la 16:05 
excellent mod, hope to be updated soon!
Ragadad 15 mai 2020 la 11:08 
Hey man, how's the update coming? :)
Froggy 5 mai 2020 la 1:45 
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  [autor] 5 mai 2020 la 0:48 
I could have it check for a branch office instead of a commercial pact. Do you think that would be better?
Froggy 4 mai 2020 la 13:42 
So private military companies enable partner empire from commercial pacts to recruit mercenary armies but criminal heritagle disable commercial pacts...
Hydra 22 apr. 2020 la 18:13 
Can we get an updated compatibility patch for Local Production
laughingjack 18 apr. 2020 la 6:10 
this is one of my favorite mods, definitely my favorite for government changes. super excited to see it updated
Mugi  [autor] 18 apr. 2020 la 0:55 
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 la 5:18 
Thank you!
Mugi  [autor] 11 apr. 2020 la 23:22 
I can definitely look into it!
Ragadad 11 apr. 2020 la 19:26 
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  [autor] 8 apr. 2020 la 10:09 
Fret not! I'm hard at work updating all the mods now that 2.6 has hit.
HolyFarglesnot 7 apr. 2020 la 22:57 
Yeah, I have no idea why it hits this mod, but for some reason it does! Thanks much!
Mugi  [autor] 7 apr. 2020 la 0:17 
That's a weird bug! I'll have to make sure it's fixed when I update the mod, thanks.
HolyFarglesnot 6 apr. 2020 la 19:11 
@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 la 8:30 
Excited to see what the newest update will bring!
Migstar117 26 mart. 2020 la 19:20 
can't wait for the new update :)
Mugi  [autor] 24 mart. 2020 la 21:36 
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 mart. 2020 la 22:40 
Are there any other mod incompatibilities with this one?
Mugi  [autor] 1 mart. 2020 la 22:10 
I'll be updating for 2.6, fret not.
AnonLoneRanger 1 mart. 2020 la 20:54 
not for 2.5
Hydra 16 febr. 2020 la 8:00 
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 la 19:28 
Awesome! :) Looking forward to making a megacorp with tons of soldiers making trade value (buff? ;) )
Mugi  [autor] 10 dec. 2019 la 11:23 
I'll definitely be here for Federations!
CyberRubyFox 9 dec. 2019 la 8:37 
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 la 20:18 
It's incompatible with a lot of mods right now, they simply overide it. Even Starnet AI.
Mugi  [autor] 3 nov. 2019 la 1:10 
Not yet, sorry! I think the most weirdness you can expect is the Terravore civic mot showing up.
Sjru 🐲 2 nov. 2019 la 19:46 
Is this updated?
Allikrid 13 oct. 2019 la 6:22 
Two bad, I reallly loved the marketplace idea. But I also really like the ascension perks mod.
Allikrid 13 oct. 2019 la 6:21 
It was. It seems than when two mods modify trade policies, the final one is the default one.
Mugi  [autor] 12 oct. 2019 la 23:32 
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 la 7:46 
My market trade policy from think tank is back to unity only (2.4). Is it a mod conflict ?
Mugi  [autor] 11 oct. 2019 la 21:40 
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 la 11:23 
Is there any need to update this mod to 2.4?
Mirage_Gaogamon 27 sept. 2019 la 8:55 
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 sept. 2019 la 3:37 
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 sept. 2019 la 13:57 
Ah, yes, the civics mod for Alpha... not as comprehensive...
Mugi  [autor] 21 sept. 2019 la 23:22 
Different mods, different ideas. You can also check out the Alphamod civics overhaul.
GameMaster 21 sept. 2019 la 21:43 
This mod looks like the Culture Overhaul mod...
Dignity 20 sept. 2019 la 19:04 
this mod actually makes things good
fnix 19 sept. 2019 la 7:04 
Hello! Is this mod compatible with AlphaMod? Or could you list the files changed by your mod? :)
Mugi  [autor] 9 sept. 2019 la 19:15 
Slaver Guilds and Indentured Assets should still have the 20% forced enslavement rate. I didn't meddle with that for this release.
AntonyMosly 9 sept. 2019 la 18:42 
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 sept. 2019 la 0:37 
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 la 21:37 
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.