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Iyur

icddppl
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Apr 2, 2014
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IMPERIAL ROUTINE
Sector, Faction & Politics Extension Mod

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=771132431
Pdxmods: [URL]https://mods.paradoxplaza.com/mods/1403/Any[/URL]


https://discord.gg/Bue4EWH

44AF958DBAC44BCE09D9F956A052A5C357021C8E

Intro
At the beginning, this mod was actually planned as a few additions and changes to sector scope. But it quickly became larger and more complicated, than a several features. I really liked Stellaris from its first days, however, my previous experience from other global strategies was pushing me to the thoughts, what features could be improved and what could be added to make the gameplay even more attractive and deep. That’s why my mod became mostly administrative-oriented, focusing on empire management and all related stuff, such a regional government system, leaders specialization, sector governance and other things.

Key features
+ System management screen
+ System leaders (now it's possible to assign any governor, scientist, admiral or general to any owned system) with system-wide effects on planets
+ A few leader traits
+ Differences between sector types
+ Mod options
 
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Indeed, it looks very promising. Really hope that we will see some mega-mods for Stellaris soon. It definitely deserves the same love the EUIV or CKII is getting.
 
Kennedy & Banks Challenges

Patch features

Since Wiz has posted some new key features for the further development and Martin showed a new look of factions, I’ve faced with the facts, that quite a big part of my ideas interferes with devteam plans and seems to became unnecessary due to new ingame improvements (they will be simply replaced by hardcoded and more convenient analogues). So I have to analyze and try to guess, what will be implemented and how my mod could be linked to that without losing the interest to him. So, there is a potential feature list (I've put only related):
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic maneuvering.
  • Ability to set rights and obligations for particular species in your empire.
  • Global food that can be shared between planets.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • A 'galactic community' with interstellar politics and a 'space UN'.
And here’s what I’ve seen on Martin’s screen:
  • Factions are tending to be more ethos related, representing the real situation and population diversity.
  • Average level of happiness, as one of attraction factors.
  • Different issues (some kind of demands, but more deep and different). Seems, that they are the major attraction factor and the reason for effects.
  • Could be not only the “rebel” factions, but also useful - seems, that they could generate additional influence if happiness level is high and there’re no critical issues.
  • Leaders are still not personified as an independent players inside empire political theatre.

Looking Ahead

What this means?

Seems, that now we’ll be a bit forced to spend more time for internal politics whilst the factions are reflecting the real demographics and political situation within your empire. It sounds really amazing, especially the fact that factions will no longer be only the “rebels”. Working with them and solving their issues could turn them to good supporters, giving a special positive effects to your empire (i.e., influence). The second what seems, the ethos will significantly affects the faction and there could be potential conflicts on lines collectivists - individualists, materialists - spiritualists and so on. This is currently present in Stellaris, however in a much more simple way. Looks, that this feature will be really important especially for a large empires for the mid and late game phases, when the player is faced with a huge ethic divergence of his empire.

From the other side, I haven’t seen any references to the leader’s individualities, except the fact, that factions could be lead by empire scientists, governors, admirals etc. So, there is no any interaction with faction leaders an independent persons, which are affecting empire internal politics.

The same for sectors. Last Heinlein patch has added some functionality for this instance (some sector settings etc) and it seems, that there will be any major changes in 1.4 and 1.5 patches.

So, the last two remarks give me the reasons, that Imperial Routine won’t be so useless and unnecessary, as we could fill the voids inside sectors and leaders gameplay and keep the general idea of this mod. That’s why I’ll try to concentrate on increasing the deepness of sector through the faction and leaders linkage. I hope, that next patches will give us a bit more functionality within this scopes. However, I want to ask how you see the further focus, maybe you have some additional thoughts that could be really useful for modding this project.

So, what I should focus more?

  • deeper integration between the sector and faction, additional sector-related features, politics
  • additional faction functionality (more demands, requests, effects, attraction factors etc)
  • additional leader’s personalisation (new options with leader’s “trust”, more independent politics etc)
  • polishing the mod balance
 
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Really like this mod... deepens the current sectors already a lot :)

However it feels like the assign colony request is triggered to often... in one try i just created a sector because of my 6th colony and shortly afterwards he already requested a colony... which i declined and some month later he requested the same again. would it be possible to trigger that event only when the colonies in sector are getting full?

Also a bit unfortunate for me... when i had 2 sectors both started asking for money in the middle of a defensive war where my reserves were already low.. also multiple times in a row... :-(

And it would be nice to have some more options for these events ... donate even more (or less)credits .. use a strategic resource for 10 years instead... also bribe instead of giving a colony or give a different one
 
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Great work so far, keep it up. Just a suggestion regarding the sector governor asking for money. It gives you only the option to give them money and implies they are corrupt. Perhaps also give an option to give less and option to ensure the money goes to the right place. (Gives money which draws people away from a rebel faction but doesn't increase trust.)
 
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Hi, just wanted to say I think this mod is a really great idea and I hope it gets polished and perfected! I especially like how it just makes the internal politics in Stellaris far more engaging and enjoyable. Good work!
 
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New Inputs

Well, there are a few interesting features coming in Banks patch. The first one has been discussed earlier and was most about the new faction system. The other big innovation is tradition and unity concept. So, how this will affect the mod?

I’ve sounded all my thoughts about the first feature earlier, so I have too less to add. I still see the lack of sector improvements so I’ll continue to deepening the sector gameplay and features with a faction linkage. The second one is too abstract for this time and seems mostly empire-focused feature and I should to think more how to link it with the mod.

But the progression of the game and a lot of different feedbacks are pushing me to make some changes to the mod concepts and features, especially after the several lastest updates, where were some new gameplay issues related to sector fleet management. So, I want to rebuild the fleet concept, pushing it to vassal status rather than trying to operate with some sector “hacks and tips”. It probably could give much more possibilities in future. Also, there are other points requiring my attention - the claim system and faction attraction. The first one should be scripted as well as possible, to prevent any critical issues after the new patch. The second - just to clarify all the mechanics affecting the attraction and gathering of faction support to help player operate with it. So, at now, seems, that I’ll concentrate on the next points:
  • Rebuild sector fleet creation and mechanics
  • Rewrite faction claim system
  • Clarify faction attraction gathering
  • Finish faction/sector rebellion event (it shouldn’t be too easy to suppress)
  • New features connected to tradition and unity concept
 
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This may seem random, but I really love the colours you have chosen for titles in your posts. They are really nice to look at and soothing :D

Also, mod looks cool ;)
 
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I noticed the Pop that gets removed upon building a colonizer is random. I suppose there's no way to get at the ethos stored with the ship so that the right Pop is always killed?
 
You've done, and are doing, some amazing work. Just wanted to say thanks, your mod ha been a significant part of what makes Stellaris worth playing for me.
 
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Hello everyone.
So, my expectations have been confirmed, and I have to rewrite my mod almost from scratches, as PDX done too much changes to faction and ethics systems. However, I really like new improvements and additions, they look like more interesting rather than before.

So, here are some teasers of my sector and faction features.
04134f482f9244d887c93c531443b262.png


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