written by: MrFreake, jasonpepe, AlphaAsh, Jamesfire, corsairmarks, michaelmakesgames
Hello Stellaris Community!
Youll be pleased to know that dev diaries are currently scheduled to return next week! In the meantime, we are going to take this opportunity once again to highlight some of the lesser known mods from the Steam workshop.
This week, we will be looking at mods that add internal political interactions within your empire, from new factions, to leveling your rulers, new mechanics for vanilla civics and even an industrial overhaul. This is an exciting lineup of mods, and judging by the sheer number of people who are interested in an Internal Politics rework one of these could be just the mod you were looking for. handwave
If youre a Modder, and are interested in having your mod featured in a future Mod Highlights, please fill out this form. After this week Mod Highlights will be moving to a longer-form biweekly or monthly publication (depending on the number of interested modders we get), and either taking the place of Dev Diaries when theres no news (eg. Summer and Winter holidays), or the second Monday of each month.
So if you are liking this format, keep an eye out for future Mod Highlights!
# # # #
Divided Loyalties by AlphaAsh
Features
- Up to 15 new extremist factions can now form in a run.
- There's one extreme faction for Xenophobes, and two for all other ethics. Sorry gestalts - you get no extremist factions. Sad face.
- There are pros and cons to promoting or suppressing extremist factions.
- ...and also banning each of the factions. Yes, you can ban extremist factions.
- Some factions oppose each other. Think before you promote/suppress/ban one. Another faction may be very pleased... or very upset.
# # # # This next mod was hard to classify, since it has a mix of both diplomacy and internal politics. I put it in the internal politics highlight, because I write these things and thats what I wanted to do. Stop judging me. # # # #
Uncivic: New Mechanics for Vanilla Civics by michaelmakesgames
Features Adds new mechanics to the following civics for increased depth and RP: - Exalted Priesthood - Nationalistic Zeal - Parliamentary System - Shadow Council - Technocracy - more on the way! Summary Exalted Priesthood: - Lead a Galactic Faith that other Spiritualist empires can join - Use the Ideology casus belli to forcefully convert empires to your faith - Compete with other Exalted Priesthoods to win followers - Contend with the spread of unorthodox beliefs -- reform your faith or declare heresy! Nationalistic Zeal: - Balance your nation's Zeal - If your zeal gets too low, you get Nationalistic Disgrace - High zeal grants strong military bonuses, but too much causes Nationalistic Hubris - If you lose a war or any territory while you have Hubris, you are immediately Disgraced Parliamentary System: - Planets elect factions to represent them in parliament - Each faction has a unique effect on the planet - The factions and political power of the planet's pops determines who wins (with a bit of randomness) - If you don't like the election result, you can "find some more votes" for your preferred candidate, but you risk a scandal! Shadow Council: - Appoint your non-Councilor leaders to positions in your Shadow Council - The more Shadow Councilors you have, the less experience your "legitimate" Councilors earn - Six different Shadow Council positions, each with a unique effect that scales to the leader's skill - Shadow Councilors can get exposed, and you'll face a tough choice Technocracy: - Your non-scientist leaders can start with the Technocrat trait, producing a little science - At level 4, your Technocrats choose a specialization (Physicist, Social Scientist, or Engineer), with a unique effect depending on the leader's class Each civic's new mechanics can be individually turned off if you don't want to play with them all. Inspiration I like playing civics that have a big impact on gameplay! Sometimes I want to choose a civic that fits with the RP of my empire, but the effects are a bit boring... So I made Uncivic to add some new life to conceptually interesting but mechanically simple civics.
# # # # Those of you who remember MODJAM2020, might remember this as a mod that started off as an Origin, but now contains almost a total overhaul of how vanilla industries work! # # # #
Rise Of Cosmic Industry by jamesfire
Summary Industry in Stellaris is simple, and abstracted to the point of not making much sense. Not only that, but critical methods of industry that should be utilized by space-faring empires are missing entirely. Features Rise of Cosmic Industry is composed of 7 modules that can be independently disabled at game start, and come with minimal overwrites:
- Orbital Infrastructure is an implementation of Orbital Districts on planets, opening up more options for planetary development.
- Realistic Development overhauls how things are built, using a Labour-like system called Industrial Production, so that 2 planets don't build twice as fast as 1 for some reason.
- Factory Automation implements Automated Factories, for making resources without pops.
- Space Exploitation is an expansion to Space Mining using Minor Colonies, allowing you to exploit celestial bodies more thoroughly.
- Fallen Empire Buildings provides a third tier of Buff Buildings, that increase the production of their appropriate job, as well as produce some resources on their own.
- Cargo Ships provides Cargo Ships that can be used to form trade routes with other empire's planets, granting both planets resources based on their existing production.
- Shipping Costs makes planet-level deficits cost some energy credits to represent shipping in materials to cover the deficit.
# # # # Want to get your ruler to the next level? Jasonpepe has you covered with this next mod! # # # #
Ruler Level System by jasonpepe
Features Unique Skill System for every empire Ruler(s). 1. Customize their focus 2. Spend their Execution points for campaigns when necessary 3. Leaders are self-learning and will level up over time Summary A mod that allows player to customize their Ruler's abilities, which includes: 1. Ruler Foci: A UI which allows players to customize their Ruler's Focus and Categories. 2. Every leader has Execution Points and Idea Points.
- Execution Points: Spend to level up categories and launch Ruler Campaigns.
- Idea Points: Used to unlock or skill up focuses.
- Rulers can only have up to 15 Execution and 15 Idea points.
- Charisma: Determines the speed of gaining Execution Points.
- Affair: Determines the progress speed Ruler Campaigns.
- Inspire: Determines the speed of gaining Idea Points.
- Rulers species traits will also effect the base-value of the 3 skills.
# # # # If an empire is subjugated and theres no atmosphere to carry the sound, does it make a sound? No.. I dont think thats how the expression goes. Anyway, this mod will do the next best thing, and allow you to keep the leaders of integrated Subjects and pre-FTLs. # # # #
Retain Leaders from Integrated Subjects & Pre-FTL Civilizations by corsairmarks
Features
- Have the option to keep (and maybe assimilate) leaders in a variety of situations when gaining control of another empire:
- When integrating subjects
- When infiltrating or conquering pre-FTLs
- When firing the Nanobot Diffuser on a pre-FTL world
- Custom story text for different kinds of "Retain Leaders" situations, including integration between regular/hive/machine empires and interactions with homicidal civics
- Uses the new "Recruit Leader" functionality added in Stellaris 3.8 "Gemini," with additional background art taken from official Stellaris art
- Empires with assimilation available to them (or necrophages) can opt to transform leaders based on the available assimilation type(s)
- Updates the "Promising Officer" events (both the standard and the variant during fleet maneuvers) to use the "Recruit Leader" functionality - other built-in Stellaris events similarly enhanced, including expanded story text
- Adds special traits for former rulers - including those who lose an election or are otherwise forced out of rulership (includes variants for different empire types and leader classes)
- Designed to work with other mods published by corsairmarks, including additional gameplay interactions
# # # # Thats it for this week! Next week Game Director Eladrin will be back with our first regularly scheduled Dev Diary after the summer!
[ 2023-07-20 11:00:17 CET ] [ Original post ]
- Linux [153.28 M]
- Stellaris: Infinite Frontiers eBook
- Stellaris: Plantoids Species Pack
- Stellaris: Leviathans Story Pack
- Stellaris: Utopia
- Stellaris: Nova Edition Upgrade Pack
- Stellaris: Galaxy Edition Upgrade Pack
- Stellaris: Anniversary Portraits
- Stellaris: Synthetic Dawn
- Stellaris: Apocalypse
- Stellaris: Humanoids Species Pack
- Stellaris: Distant Stars Story Pack
- Stellaris: MegaCorp
- Stellaris: Ancient Relics Story Pack
- Stellaris: Lithoids Species Pack
- Stellaris: Federations
- Stellaris: Necroids Species Pack
- Stellaris: Nemesis
- Stellaris: Aquatics Species Pack
- Stellaris: Overlord
- Stellaris: Toxoids Species Pack
- Stellaris: First Contact Story Pack
- Stellaris: Galactic Paragons
- Stellaris: Astral Planes
- Stellaris: Expansion Subscription
- Stellaris: The Machine Age
- Stellaris: Cosmic Storms
- Stellaris: Grand Archive
- Stellaris: Rick the Cube Species Portrait
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
- Deep & Varied Exploration.
- Enormous procedural galaxies, containing thousands of planets.
- Explore Anomalies with your heroic Scientist leaders.
- Infinitely varied races through customization and procedural generation.
- Advanced Diplomacy system worthy of a Grand Strategy Game.
- Ship Designer based on a vast array of technologies.
- Stunning space visuals.
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
- Storage: 12 GB available space
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
- Storage: 12 GB available space
[ 6085 ]
[ 3241 ]