Stellaris

Stellaris

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Venture Politics
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20 Mar, 2020 @ 10:30pm
18 May @ 12:24am
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Venture Politics

Description
Expands gameplay options for Megacorps by adding a dozen new civics.
Designed to help Megacorps play up their advantages in trade value generation while remaining balanced with standard empires.

New Civics
You can see the ingame descriptions in the image album. Thinking about how to spec your corporation is half the fun of the game!
Origins
  • Need more Trade League in your life? Megacorps that pick Common Ground now start in a Trade League instead of Galactic Union. Buy Local, Buy League!
  • Want to start on an ecumenopolis and really embrace the consumerism? Check out this companion mod:
    https://steamproxy.net/sharedfiles/filedetails/?id=2047275038
Civics
  • Automated Workforce: Do you wish your employees could work 3 shifts a day and never called in sick?
  • Banking Clans: Mastering the art of separating Xenos from their Credits through endless banking fees.
  • Consumer Culture: We interrupt this sale to ANNOUNCE ANOTHER SALE!!! The more you spend, the more you earn!!
  • Efficiency Experts: So, what would you say, you DO here?
  • Employee Ownership: What happens when your local organic coop takes over all world governments.
  • Executive Worship: Don't try your best, because it won't cut it. You need to try MY best instead.
  • Founder-CEO Cult: Capture the magic of startup culture in a bottle! Elon Musk would be proud!
  • Integrated Trading Fleets: When your military actually does exist just to help the corporate bottom line.
  • Maniacal Monopolists: Nothing disrupts the competition's plans like a volley of proton torpedoes.
  • Peak Production: Boost those production quotas at any cost! What's the worst that could happen?!
  • Premium Membership: No one is crazy enough to risk their Space Amazon Prime membership by shopping with competitors.
  • Reclamation Division: Some people actually do just want to build better worlds for their customers.
  • Refining Consortium: Evil Oil Companies! But in SPACE!
  • Scientific Syndication: The Corporate Scientific Method asks: what if we just throw more money at this hypothesis?
  • Thought Auditors: Human Resources meets 1984.
  • Urban Moguls: If you're gonna build a city over the whole planet, you better make sure you build some office space to lease.
Compatibility
There is a scripted trigger, has_megacorp_mod_active, included. Use this to assist in maintaining compatibility between mods if you maintain a compatch or mod.
Additional Details
Not everything can be easily communicated through the descriptions in the image albums, or may not be apparent just playing the game.
  1. Banking Clans' special building, the Mercantile Complex, is available with a Planetary Administration building (pop size 10 capital.)
  2. Just like Merchant Guilds/Technocracy, Banking Clans/Scientific Syndication grants 1/1/2 merchant/science director jobs for the 10/25/50 pop capital upgrades.
  3. Urban Moguls' special district is enabled via a planetary decision that also disables generator districts. The Commercial Arcology now stands alongside the Leisure Arcology, but if you drop the civic it will convert into them.
  4. Peak Production's unique decision, Intensify Industrialization, has a randomly rolled negative outcome upon completion. This can be adding light devastation, creating tile blockers, or sometimes losing a district. It also adds the Hyperindustrialized planet modifier. You were warned!
  5. Should you change civics or capture a planet with one, the Colossal Manufactory feature will stay. The Hyperindustrialized modifier also stays.
  6. If you do not have the Peak Production civic, you can use the decision Clean Up Industrial Sites to remove the feature and modifier.
  7. If you encounter a hostile Maniacal Monopolist, you can have the "Dismantle Monopoly" Casus belli available, granting the "Trust Busting" wargoal. This is akin to "end threat" for other purifiers.
Tech Weight Modifiers
Several civics have weight modifiers. Keep in mind that if a civic seems to not be useful early on, it may have weightings to help you unlock its bonuses!

This mod also tweaks the event origin.55, the event to create a federation on game start (Common Ground & Hegemony origins). It does not adjust origins.txt or 01_game_start files, nor does it replace origin_events_1.
Popular Discussions View All (2)
25
8 Aug, 2023 @ 5:17am
Bug Reports
hanson825
23
17 Sep, 2022 @ 11:24pm
Compatibility Help Thread
hanson825
269 Comments
Snooppug716 28 Apr @ 10:52pm 
Thank you my friend for the answer
hanson825  [author] 28 Apr @ 4:49pm 
@Snooppug716
No, that was not this mod. The name is too generic for me to tell you which mod you might be thinking of.
Snooppug716 24 Apr @ 10:29pm 
Did this mod have the Military Industrial Complex Civic for corporations? If so, could it be added back? It was so fucking fun.
卡尔文迪斯梅特 22 Dec, 2023 @ 6:35am 
TTV_BoxFoxMerl 2 Nov, 2023 @ 12:12pm 
i noticed a small issue... this mod doesn't take into consideration the new change to pharma state, where you get an extra med worker
hanson825  [author] 19 Oct, 2023 @ 2:34pm 
@Stama
I can go in game and select it myself. What you likely have is a mod conflict; defining a new trade policy option creates compatibility issues with any other mod that also redefines trade policy options. You may wish to consider adjusting the load order.

My hands on this are tied until the devs change the structure of these files.
Stama 19 Oct, 2023 @ 1:30pm 
Scientific syndication doesnt work i cant see the policy.
Grendain 18 Oct, 2023 @ 2:03pm 
Gooooood mod. again compatible for 3.9 ?
hanson825  [author] 8 Oct, 2023 @ 5:19pm 
@MrFunEGUY
No worries, with the scope of this mod it's hard to find every little detail. I appreciate it. Should be fixed now.
MrFunEGUY 8 Oct, 2023 @ 5:11pm 
Oh oops, very sorry, but noticing another issue in that the leisure district also is missing civic_warrior_culture stuff that is in vanilla. I dont know if thats intentional.