Stellaris

Stellaris

Potent Rebellions (3.3 currently discontinued)
1,542 Comments
FirePrince 25 Jan @ 5:25am 
I asked Caligula for a continuation, here is the update: https://steamproxy.net/sharedfiles/filedetails/?id=3414192083
Probably not very long-lasting.
Stolt 15 Jan @ 4:29am 
This was one of my favourite mods back when I played versions 1.3-1.5

I'm going to try and see and pray to god that it still works with outdated versions of Stellaris without too many bugs hopefully.
Lone Star Ranger 12 Dec, 2024 @ 2:08am 
this mod still works on 3.9.3 for anyone interested "its the NEWEST game version I play because thier updates have been garbage as we all know"
红月之下的吸血鬼 8 Nov, 2024 @ 5:40pm 
每次开档都想着和平外交,但总会变成极端排外。。。哈哈:steamthumbsup:
y1224y1 23 Oct, 2024 @ 6:17am 
pls update
Princezilla 12 Jul, 2024 @ 3:53pm 
This was so much better then the official fix
tobywan013276 30 Mar, 2024 @ 9:56am 
So is this mod dead and should I not get it?
Auri Sariel 20 Mar, 2024 @ 4:59pm 
@Oficial_Smith Youre committing literal space genocide but u get offended by a picture in a mod? Fock off mate, we have enough Karens in the world.
Oficial_Smith 17 Feb, 2024 @ 4:11pm 
Someone need to take out the picture of a genocide from this mode please. El CHE was a murder shit.
Boriken Coffee 5 Feb, 2024 @ 10:15am 
Someone needs to bring this back.
alliecat☭Ⓐ 13 Jul, 2023 @ 5:52am 
Seconding what Strategossable said
Strategossable 1 Jun, 2023 @ 1:36pm 
While some of its features are now present in the base game (slave revolts and AI uprisings) the other features of this mod which make rebellions much more important are not there and so I really hope that we get an update to this mod soon :)
Argon 18 May, 2023 @ 2:32am 
It's discontinued, says so in the title. The majority of its features are now in vanilla/DLC making it obsolete.
Wham! 17 May, 2023 @ 7:02am 
Unfortunately this mod seem to be dead not compatible with 3.8
AzoorFox 11 Apr, 2023 @ 3:10pm 
UPDATE WHEN???????????????
alliecat☭Ⓐ 20 Dec, 2022 @ 6:56pm 
*also wants a version with just the civics*
Flashmeister 28 Jun, 2022 @ 8:01pm 
@Uberknight72 As he stated it is obsolete because they reworked the rebellions with overlord. There are some features from this mod that aren't in the vanilla game but a majority has since been added in a variation by the dev team.
Uberknight72 21 Jun, 2022 @ 9:15am 
Was this discontinued because of the new situations and features in 3.4?
Was it made obsolete or some other issue?
Sir Humphrey Appleby 27 May, 2022 @ 3:18pm 
I'd like it if the mod was reworked into a place where subterfuge can be used to destabilize particular planets. Thanks for the many years of great rebellions.
ulriquinho 27 May, 2022 @ 1:11am 
It does seem like a few unique features of this mod that are not a part of Overlords (like civics and cause unrest decision) could potentially be incorporated into dynamic political events? This mod is still more robust than Overlord and I would hate to lose these features!

That said, I of course respect your decision. Modders never get enough love. So, thank you for all of the hardwork you have put into this mod. It was always one of my faves and in every playset!
FatalTragedy 25 May, 2022 @ 8:07pm 
Any chance you make a new mod including just the civics from this mod? I was wanting to play a game using the breaker of shackles civic.
Kemenril 23 May, 2022 @ 10:33am 
You raised the bar!
Crimson Phantom 22 May, 2022 @ 1:30pm 
Thanks for all you've done, Caligula, and all you continue to do to make Stellaris what it should and can be.
Kryvda 19 May, 2022 @ 8:39am 
: с
hasrock36 17 May, 2022 @ 5:12pm 
Farewell to a mod I've used as long as I've played the game o7
Argon 17 May, 2022 @ 3:48pm 
o7 to a great mod
crimson.dolarhyde 15 May, 2022 @ 11:39pm 
I wish Paradox would take a cue from your mod and fix Overlord. Sad to remove this from the load order - its so much better.
Peter34 15 May, 2022 @ 10:40pm 
DPE is no longer hidden.
ranma100 14 May, 2022 @ 7:11am 
Is Dynamic Political Events working? The workshop say it is hidden.
Porter 13 May, 2022 @ 8:32pm 
farewell friend you will be missed
doubleagentaron 13 May, 2022 @ 4:32pm 
I am going to miss those civics and that cause unrest decision, those were good ideas
Royal Raven 13 May, 2022 @ 9:38am 
Thanks for this mod, goodbye old friend.
슈팅스타 13 May, 2022 @ 5:17am 
farewell great mod. it is always been a pleasure
PreConceptor 12 May, 2022 @ 6:52pm 
Um...off topic but is DPE meant to be hidden?
SM47 12 May, 2022 @ 2:58pm 
Great news. Finally vanilla potency. Thanks for a great mod and congratulations on Situations
Caligula Caesar  [author] 12 May, 2022 @ 2:08pm 
Heads up, I have no intention of updating this to 3.4 at present, because Vanilla rebellions are now Potent.
Joles 2 Apr, 2022 @ 2:01am 
Sorry..I think I found my mistake. I had a JP-patch for this active and this had japanese language in the files apart from the localization wich I deleted there. So should be OK now, I guess.
Joles 1 Apr, 2022 @ 4:54pm 
Hi..also a minor bug with the naming of the rebellious empire names. They are called after the species name and have ??? afterwards...so somehow the names for the empire are not displayed (like free republic or free state as I saw in the name-lists). Instead the ??? is displayed. For the indpendence-war name the same. Just correct species name but question-marks for the text of the war-name. May be a conflict with other mods but I thought the name-lists of this mod are just added. Nevertheless nothing game-breaking.
Rips 25 Mar, 2022 @ 1:10pm 
A minor bug or problem with how I used it, if you use the console commands to temporarily switch to an AI player, all the mode values seem to switch to default stability, regardless of what mode the human player has set.

To have the hard stability values apply to every empire you have to then manually apply the hard policy by switching to each empire in the console.

Whereas before switching to an AI empire in the console, the stability mode policy set by the human player seemed to apply across all empires.
Rips 24 Mar, 2022 @ 3:34pm 
Also should this be added in the load order before or after Dynamic Political Events? Or does it not matter?
Rips 24 Mar, 2022 @ 12:23pm 
Mod has seemed to work great for me so far especially in the mid-game. I would like if there was a Very Hard setting that increased the base discontent even further. This is as in the late game no rebellions are happening (just low stability) as all the players have maxed out their relevant ascension trees providing stability?
Nahui Ollin 20 Mar, 2022 @ 8:18pm 
This mod has a major bug with rebel nations spamming authoritarian countries with events that slaves are being stirred up.

The player can be spammed and AI too. In one case, so many events were being generated it was slowing down the game.
Lordlony 10 Mar, 2022 @ 1:48pm 
I don't think you need permission to change a mod into another language, example in description "-Japanese - thanks to FebHare" also [JP localize patch] Potent Rebllions Fix by Dryus . Dryus has been updating allot of mods into Japanese, mainly by rewriting the localisation files, but they also applies patches they think is required.

However I am sure once you have completed the changes you will notify the mod author they may link yours in there description.
Low Mist 5 Mar, 2022 @ 2:29pm 
Hi, I represent the team of translators who work on the translation of Stellaris into Italian. We are thinking of translating your mod and before doing so we would like to have your permission.

The mod will be a patch, to use it Italian users will still have to subscribe to yours. If there are no problems we can proceed?

Thank you very much.
Brokkhouse 23 Feb, 2022 @ 7:21am 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
Mix 16 Feb, 2022 @ 6:19pm 
@Caligula Caesar's
Mix 15 Feb, 2022 @ 6:40am 
dose changing the policy option also affect the ai ?
jxswn 22 Jan, 2022 @ 12:48am 
Does this mod work for ai?
Big Sneezy 22 Dec, 2021 @ 10:28pm 
Yeah it's not something I have run into personally, but knowing it happens, simply removing the admiral before gifting seems like a reasonable solution. I don't know if this is possible in a script but it's certainly something the player can do. If it can't be done by code, I wonder would it be too annoying to have a popup warning about this if the fleet being gifted has an admiral?
outkult 22 Dec, 2021 @ 5:08pm 
@dostillevi I guess the way the ships are transferred (killed then equally spawned) causes this to happen. Im not sure though if the admirals spawn with the new fleets and how the mod prioritizes player fleets to delete as the prompt only happened early game when I had a handful of fleets available.