Stellaris

Stellaris

Potent Rebellions [3.14] - Legacy Update
72 Comments
Degtyarevas 7 hours ago 
поддержу комментатора ниже хотелось увидеть этот мод на 4 версию
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.
FirePrince  [author] 4 Apr @ 4:36am 
@Tupã Sindical: Ei, você pode me ajudar com isso? ;)
Tupã Sindical 3 Apr @ 10:36pm 
Opa camarada, e uma tradução pt-br?
FirePrince  [author] 27 Mar @ 12:03pm 
@BrayDSA: No no amigo mío, solo hablo mal, mi amigo DARH lo hizo.
BrayDSA 27 Mar @ 10:03am 
oye amigo podrias traducir nsc3 al español? o el de mas eventos, por lo que entiendo hablas bien español:steamsad:
FirePrince  [author] 27 Mar @ 9:15am 
@BrayDSA: sí sí
BrayDSA 26 Mar @ 11:30pm 
esta en español?
FirePrince  [author] 26 Mar @ 1:24pm 
@AT: I think this was meant for the Expanded Espionage Mod
AT 23 Mar @ 9:47am 
Could you you allow hiveminds the ability to covertly put armies on another empires planet and when it's time to go to war and invade the world have them attack on the world?
FirePrince  [author] 15 Mar @ 1:12pm 
@scab the lad: Theoretically it's not, but practically it could be. I've no real tests, but it stacks for sure more or less.
scab the lad 15 Mar @ 12:55pm 
hey so when you say alternative does that mean its incompatible with civil Wars or no?
FirePrince  [author] 26 Feb @ 4:17am 
@M1 + W gaming: TY, looks doable ;-)
FirePrince  [author] 26 Feb @ 4:15am 
@jordan: that's clear a vanilla bug, the fix included in this mod does not catch this, but I can extend the fix for vanilla. ;-)
jordan 25 Feb @ 4:07pm 
hey again, I can't give the save BUT I can give the modpack, and a bit of extra context. the rebel nation was spawned by the "Dissidents on the Rise" situation which comes from the "Under One Rule" origin. the rebel nation is supposed to be fanatic egalitarian & democratic, but like I said it spawned without anything. I reloaded an autosave a few times prior to the rebel nation spawning and it always did that, so i just edited the rebel nation with commands and kept playing. check ur discord dms for the modpack
M1 + W gaming 22 Feb @ 1:35pm 
- an option to support one rebel-leader in conflict with others for control of one of the organisations, the reward could be temporary cooperation (less crime/stab hit/ unrest, society research or a high level leader recruited during the mission)
-a situation where a rapidly expanding paramilitary organisation fighting the rebels is growing more and more dissatisfied with the government's negligence when it comes to providing stability. They could begin to tackle both the rebel groups and the governmentin an attempt of a coup - it would be a fun way to change your ethics to militaristic
- another interesting thing could be rebels stealing a colony ship, similar to ideological dissents in the Fatherland mod
Let me know if I've been of any help
M1 + W gaming 22 Feb @ 1:35pm 
@FirePrince:
Sorry I didn't respond so long, I was busy
I must say that I have never created any mod myself, so I don't have experience with creating any mechanics, but I can say what I think would be fun.

Firstly, maybe make the rebels boost the crime rate significantly and lower stability, similar to criminal syndicate branch office jobs. This will be an incentive for converting the pops to player's ethics and building crime reducing buildings (e.g precint halls).
Another interesting spin on that idea would be events that engage the player. I can think of a few off the top of my head:
- periodic terrorist attacks until you dismantle the rebel organisations (pops killed, leader killed, buildings/districts damaged like during orbital bombardment, sabotage of a space station)
- pops shifting to rebel's ethics, causing more danger to the government over time with increased unrest
FirePrince  [author] 22 Feb @ 8:00am 
Can you give me somehow your mod list and save game? (Discord?)
jordan 21 Feb @ 6:35pm 
is this compatible with e&c bug branch and are there any known incompatibilities? im running this with around 60 mods and rebel nations will sometimes spawn without any ethics, civics or names. thanks!
FirePrince  [author] 16 Feb @ 11:54am 
@M1 + W gaming: thank you very much for the review. It's indeed a part of a very new addition and not fully developed. Maybe I just put them in the existing rebellion situations. What do you suggest?
M1 + W gaming 16 Feb @ 9:47am 
Hey, I've been playing with your mod for about a month now, and I think it's great and adds a lot of flavour. Thank you for updating it.
However, only today have I seen the Rebels job on my homeworld when starting a new campaign. I think it's a cool concept, but I can't see any option in the planetary decisions about rooting them out, there is no ongoing situation either. Is that supposed to be that way, or is it some issue with other mods I have?
thanks
FirePrince  [author] 16 Feb @ 2:27am 
You are welcome, thx again for feedback, I'll lower it a bit.
FebHare 15 Feb @ 9:18pm 
@FirePrince
Thank you for quick patch.
To be honest, I feel current Rebel job slots (10 or 20% of all pops will produce nothing) is very large. But it is (very) hard mode so I can play with default mode.
FirePrince  [author] 15 Feb @ 5:11pm 
@FebHare: done, sry & ty
FebHare 15 Feb @ 12:40am 
@FirePrince
Hello, I found an issue about Rebel job.
This job add 0.025 Rebel job slot per pop. So on planets with 40 Pops, each Rebel pop add 1 Rebel job slot It means, Rebel job slots continue to expand as long as there are any Rebel candidate.
Can you fix it? Thank you in advance.
Lotl 2 Feb @ 8:28pm 
thank you
FirePrince  [author] 2 Feb @ 8:27pm 
@Lotl: reverted to version="3.14.15926.7"
@Archon Sol: interesting, do you happen to have any idea how I calculate this value?
Lotl 2 Feb @ 7:25pm 
your update broke my save :(
Archon Sol 2 Feb @ 1:26pm 
Great expansion on rebellions, but could you change the state vulnerability immunity to be at 90% naval coverage instead of naval capacity? I think this makes more sense on the whole and since I play with naval capacity mods I am often well below capacity but have high coverage. Thank you!
rolfey1328 2 Feb @ 1:58am 
Does this work with stellaris evolved?
Svijj 2 Feb @ 12:07am 
There was a submod for Potent Rebellions that gave the respective rebel types their own, higher-quality icons. It's up to you, but I think integrating it into this mod would be a good idea. Keep in mind that it may potentially require some updating too, as the submod is 5 years old by now

https://sp.zhabite.com/sharedfiles/filedetails/?id=1570167762&searchtext=Potent+rebellions
K0rruptedYouth 1 Feb @ 4:29pm 
Thanks for the revival! Funny how people with zero talent to mod themselves have so much opinions on something like an AI generated image for your steam page. I say screw the downvotes, they gonna us the mod anyhow.
FailSafe 1 Feb @ 2:28pm 
You LEGEND. I have missed this mod so much, it should be part of the core game!
FirePrince  [author] 1 Feb @ 12:56pm 
@Heartburn: OK, I didn't expect these negative reactions, already 9 downvotes.
@pablo gonzalez: no
Heartburn 31 Jan @ 11:18pm 
It's nice to see this mod revived, but could you not use AI art please? I'd actually prefer MS Paint doodles over AI.
pablo gonzalez 31 Jan @ 7:31pm 
Would State vulnerability apply to your empire if the the neighbor is a fallen empire?
ExplodePlays 30 Jan @ 4:17pm 
Nicely done, thanks for the CPR
Pol 30 Jan @ 11:43am 
Thumbnail lowkey goes hard
FunnelVortex 29 Jan @ 10:59pm 
Glad to see this mod back! Hope it takes advantage of the espionage mechanics!
Mr. Bones 29 Jan @ 10:57pm 
YES! I've missed this mod.
FirePrince  [author] 29 Jan @ 10:28am 
@FebHare: ty, done!
@Zendir Heartfire: ty, it is my pleasure.