Stellaris

Stellaris

Government Variety Pack (for v3.0)
840 kommenttia
LittleRaskol  [tekijä] 14.9.2021 klo 8.09 
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  [tekijä] 13.9.2021 klo 15.15 
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 12.9.2021 klo 11.44 
Thank you sir.
LittleRaskol  [tekijä] 11.9.2021 klo 7.52 
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  [tekijä] 22.8.2021 klo 6.36 
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 21.8.2021 klo 12.55 
Have you considered adding some sort of an interstellar Caliphate government form for the more islamist inspired custom civs?
LittleRaskol  [tekijä] 6.7.2021 klo 6.16 
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  [tekijä] 27.6.2021 klo 15.28 
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 25.6.2021 klo 5.14 
Don't all the new governments depend on the civics? I don't see how a government-only submod would work
LittleRaskol  [tekijä] 19.6.2021 klo 10.26 
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.
testeyecandy4 18.6.2021 klo 12.58 
Where do you post origin suggestions? Is it the same thread where you post civics?
Bodongs 18.6.2021 klo 10.58 
Can you make a submod that's just the government names and not the civics/origins?
Талян 9.6.2021 klo 4.31 
Oh
Sorry.You are right.The problem is in another mod,not in yours.Thanks for the help)
LittleRaskol  [tekijä] 9.6.2021 klo 3.48 
The thing about compatibility is that this mod only adds new files and new keys, so there's no clear point of conflict. You should be able to run them together. What do you think needs to be made compatible? Is there any observable instability or issue when just those two mods are loaded into the game?
Талян 9.6.2021 klo 0.12 
Hello.Thanks for your updates)
Do you have plans on making a compability patch for your mod and "Civics Expanded+"?
LittleRaskol  [tekijä] 5.6.2021 klo 5.19 
Hello, all. I have some news about the next version of the mod: https://sp.zhabite.com/workshop/filedetails/discussion/901988941/3001052356442976244/
LittleRaskol  [tekijä] 8.5.2021 klo 4.37 
Since, in Nemesis, "Galactic Imperium" is a real thing with its own mechanics in the game now, these mod-added government types were removed. (Just FYI, up by the mod's preview image is a link to "Change notes" that you can check to see if something has been changed between versions.)

I actually didn't know anyone was that interested in these government types so... maybe I will bring them back in some other form, idk. I am chronically strapped for time but the fact that someone went through the effort to make such a detailed issue report makes me think they still deserve some role in the mod, even though they will likely be renamed.
sm.palmer1998 7.5.2021 klo 21.56 
Dang it! the three links from the previous comment went to the wrong spot! (I screwed it up)
Screenshot 1
Screenshot 2
Screenshot 3
(Hopefully I got this right this time)
sm.palmer1998 7.5.2021 klo 21.37 
http://sp.zhabite.com
http://sp.zhabite.com
http://sp.zhabite.com
Hello I've been having a bit of an issue with at least three of the government types on this mod. It's the Galactic Imperium, Galactic Dominion, and Galactic Cartel. I have no other mods turned on and for some reason the civics needed for Galactic Dominion and Galactic Imperium won't work. For Galactic Cartel I put in the correct ethics, but when I put in Brand Loyalty and Ruthless Competition instead of changing to Galactic Cartel it still says Megacorporation. Is there any way to fix this if you have the time?? (If the link does not work, sorry I am new to this)
LittleRaskol  [tekijä] 30.4.2021 klo 6.07 
It's not totally clear what I would need to do to make it compatible. On a technical level it looks like that mod just adds civics, so there should not be a problem unless that mod internally named some of its civics the same as mine (unlikely). Compatibility is really more about how to deal with the concepts of similar civics between that mod and this one. But no patch should be necessary for them to be run together.
kerrigan1603 30.4.2021 klo 3.34 
@LittleRaskol By the way, have you thought about making this mod compatible with the Space Communism mod?

Space Communism
https://sp.zhabite.com/sharedfiles/filedetails/?id=2033874759&searchtext=Socialism
shiny 23.4.2021 klo 14.46 
Updated already? Great work!
Rio 22.4.2021 klo 10.25 
Thanks for this mod. Gave u an award
Wet Dog Squad 21.4.2021 klo 17.22 
Hell yeah, can finally play as proper anarchists.
MrFunEGUY 20.4.2021 klo 12.07 
Appreciate it, love this mod man. Give me all the governments!
LittleRaskol  [tekijä] 20.4.2021 klo 4.56 
Cool, added link to description.
MrFunEGUY 19.4.2021 klo 21.14 
Made a patch for my More Authorities mod: https://sp.zhabite.com/sharedfiles/filedetails/?id=2461985481
LittleRaskol  [tekijä] 19.4.2021 klo 5.40 
Y'all gonna make me blush with all this praise! lol. Thank you though, I am glad this is adding a lot to people's experience with the game.
MrFunEGUY 19.4.2021 klo 1.58 
@Dukkokun, I actually just removed More Authorities dependency on ECA today. I have made a compatch, though. And I plan to make a patch for this mod as well.
Svijj 19.4.2021 klo 1.32 
I was looking for something like this, and 80 goverments?! A dream come true for a worldbuilding fan. Thanks!
Born in Sin 18.4.2021 klo 16.15 
This mod coming back is enough for me to abandon a game that was going well. Thank you!

But seriously, this has been one of my favorite mods for years now. So much more variety and flavor, which is missing from civics (but getting better).
Saine 18.4.2021 klo 15.15 
Thanks for the update! This is one of my favorite Stellaris mods ever, playing the game just isn't the same without it.
LittleRaskol  [tekijä] 18.4.2021 klo 7.18 
Pushed a new update to add a few low-hanging fruit feature changes, add needed compatibility between megacorp civics and the galactic emperor stuff, and remove some features that are a bit thematically redundant now: the joke "galactic empire" governments that were based on (tbh) some underwhelming civic combos.

However, I am very interested in the new galactic imperium content and they may return in some improved form some day.
Dukkokun 18.4.2021 klo 6.49 
This is the one: https://sp.zhabite.com/sharedfiles/filedetails/?id=2158334880

It's built on top of ECA Redux, which is why I figured the patching would be relatively painless.
LittleRaskol  [tekijä] 18.4.2021 klo 6.47 
I think that would require a new compat patch if that's the mod I am thinking of. I will look into it, but perhaps the simplest thing would be to make my own version of the scripted trigger you're talking about,. We'll see.
Dukkokun 18.4.2021 klo 6.44 
Makes sense! If you're updating it, would you consider merging support for More Authorities? Most of the changes would simply require switching out auth_megacorp to is_megacorp=yes (the mod adds a Family Business megacorp-like entity). If not, totally understand (and I might just make a patch myself)
LittleRaskol  [tekijä] 18.4.2021 klo 6.42 
Ah, there is one thing actually... megacorp civics need an update to make them compatible with the Galactic Empire civic. So that won't work for a bit sorry!
Dukkokun 18.4.2021 klo 6.42 
I will take a look and let you know if there's any shenanigans happening :) Thanks for your work, I love this mod :D
LittleRaskol  [tekijä] 18.4.2021 klo 6.39 
I don't think so. That patch contains nothing but civics and government definitions, which were not affected by 3.0 as far as I can tell. But I will get around to actually testing it and changing the compat number at some point. If you try it out let me know if there's any problem.

Oh, I just realized one tiny thing: I made a GVP civic incompatible with a base game civic, which won't work in the patch until I get around to updating it. But that's not really a huge deal.
Dukkokun 18.4.2021 klo 6.35 
Amazing! Do you know if the compatch for ECA Redux needs updating as well?
LittleRaskol  [tekijä] 18.4.2021 klo 6.33 
Updated, please report anything weird to the bug report thread: https://sp.zhabite.com/workshop/filedetails/discussion/901988941/1318835718938118522/
LittleRaskol  [tekijä] 17.4.2021 klo 6.50 
My goal is to have a basic compatibility update by tomorrow at the latest btw.
Born in Sin 17.4.2021 klo 0.00 
Amazing mod, looking forward to the 3.0 update. I hope your Real Life Stuff calms down soon (for your sake, not for the mod's)!
LittleRaskol  [tekijä] 15.4.2021 klo 12.56 
Interesting. They didn't change basic civics much so I think most real problems would be in the scripting.
TheBlack2007 15.4.2021 klo 12.50 
Seems to work just fine for now. All Civics show up as they should and modded Government types are applied accordingly.
Princeps 15.4.2021 klo 11.18 
Take as long as you need. I have to wait for like a dozen other mods to update anyway, so that'll probably weeks. You good.
TurtleShroom 8.4.2021 klo 11.12 
I'm sorry to hear that, dude. RL comes first. Take all the time you need.
LittleRaskol  [tekijä] 8.4.2021 klo 7.23 
Mod development update: "Life comes at you fast." I am once again dealing with a bunch of Real Life Shit that is making new content creation difficult. However, my goal is to have an update out shortly after 3.0 drops that will make the mod as it exists compatible with 3.0.
aemeric 22.3.2021 klo 2.51 
MrFunEGUY -- that being the case, it might be a good idea to tell users to brace for impact with IronyModManager. That will give everybody back their control over mod load order, especially if they do mod merges. I suspect that just doing the launch from IMM will enforce correct mod load order but I havent confirmed that.
MrFunEGUY 17.3.2021 klo 20.34 
@LittleRaskol, its just now that mod 2 takes priority over mod 1. As in

1. Mod A
2. Mod B

Mod B will overwrite Mod A's files if any are the same. Nothing to do with the alphabet anymore.