Stellaris

Stellaris

Diverse Prosperous Unifications
70 Comments
tilarium 10 Jul @ 9:46am 
Yes
Peter34 10 Jul @ 9:33am 
Does this mod work for 3.12?
Anakin177 26 Feb @ 1:50pm 
@BrettlesSr

Notice: This mod works perfectly fine in 3.10, however you should update the .mod and descriptor's supported version to "3.*.*" to avoid outdated mod warnings. Just a recommendation though, love the mod, wish you a good day.
xDanilor 21 Oct, 2023 @ 5:48am 
hope you'll update this mod
Peter34 18 Oct, 2023 @ 9:48am 
Hoping you'll update this mod to v.3.9.3.
Beast-Storm 4 Oct, 2023 @ 7:41pm 
If you update please make a 3.6.1 legacy version
Peter34 31 Jul, 2023 @ 4:21pm 
Well, at least the game starts with this mod enabled, but I'm not actually using any of the Origins from it, so not sure if that might break something.
BrettlesSr  [author] 31 Jul, 2023 @ 2:22pm 
Still not tested for Paragons and 3.8 I'm afraid, there are plans to update it once I get time.
Panasonic PV-DF2004 30 Jul, 2023 @ 6:37am 
This still work or did the Paragons update break this?
BrettlesSr  [author] 9 Jun, 2023 @ 2:18am 
No, my plan is for them to be unrelated. World Conqueror will only appear for AI who would have been Prosperous Unifications.
Roboctopus 4 Jun, 2023 @ 6:03pm 
Will Paragon's "Under One Rule" origin replace or affect World Conqueror in any way?
BrettlesSr  [author] 21 May, 2023 @ 4:57am 
Planning to, but I need some time to familiarise myself with Paragons and the new changes
甲基磷酸钙 21 May, 2023 @ 4:19am 
updates?
BrettlesSr  [author] 2 Apr, 2023 @ 4:42pm 
The images for the workshop page are now updated, the mod is updated to 3.7, and I've additionally implemented Rival Corporations as a flavourful replacement for Independent States when picking the Union of States start.
BrettlesSr  [author] 22 Mar, 2023 @ 3:38pm 
@Darthsawyer - I'm very happy for you to make an extension based on my mod - let me know if there's any specific questions I can answer.

@True Guesser, Wand Bearer, etc. - I've replied to you in the bug thread, but I think it might actually be a mod conflict.
True Guesser, Wand Bearer, etc. 22 Mar, 2023 @ 10:35am 
Has anyone been able to use 'Union of Nations (States)' in 3.7? I'm fairly certain it is not a mod conflict on my end, but the custom blockers (independent nation / rival corporation) do not appear on my home world.
Darthsawyer 22 Mar, 2023 @ 3:28am 
I was poking around your mod to add the old version back but now I see I don't need to, thanks for that!

I kinda want a Prosperous Unification where there is a successful Anarcho-Communist revolution that overthrows Capitalism, all governments, and abolishes all hierarchy whether economic, civic, social, or otherwise. I'm thinking the origin would do something along the lines of adding egalitarian ethics attraction (actually Libertarian, Cooperative, and Pluralist since I use Ethics and Civics: Bug Branch), give an opinion malus with MegaCorp empires, and provide some thematic bonus like happiness or stability. Not sure yet. Since I was familiarizing myself with your code anyways, would you be opposed to me making an addon for your mod that adds another Prosperous Unification using your code as reference? I made a few tiny Stellaris mods several years ago before origins existed, so I'll have to remember how to go about it when I have time
BrettlesSr  [author] 21 Mar, 2023 @ 5:18am 
It’s still available for use for the player, I figured some people would like to keep using it. But the AI now only uses the new one.
Darthsawyer 21 Mar, 2023 @ 3:32am 
I really liked having an espionage origin, shame to see the old cold war victor go.
Peter34 9 Mar, 2023 @ 8:51pm 
Thanks for updating, but the screenshots still show the old version stats, such as the Cold War one...
BrettlesSr  [author] 8 Mar, 2023 @ 3:23pm 
Updated for 3.6 - see the change notes for a number of balance changes. Tested the start screen and planetary diversity bugs and things seem to be working now, so let me know in the Bug Reports if they still occur and I can look into them.
Peter34 21 Jan, 2023 @ 11:22pm 
The intro text for "Perpetual Superpower" is missing. The text that usually goes something like "in the eons since... blah blah" explaining the Origin.

I thought at first it was another mod I've recently added that interferes with your mod, but even with that new mod disabled yours is still lacking the text.

And the weird thing is, it applies only to Perpetual Superpower Origin. I've just now created some Inward Perfection Spiritualist Humans, with another Origin from this mod, Cold War Victory, and the intro text works fine.

Please fix, and please update to 3.6, then to 3.7 when that comes out. I like this mod, although I'm still hoping you'll improve the balance a bit.
BrettlesSr  [author] 9 Dec, 2022 @ 3:48pm 
I'm looking at trying to get this updated this weekend, hopefully
Peter34 5 Dec, 2022 @ 3:56am 
Will this mod be updated for 3.6?
Lucauniverso 1 Dec, 2022 @ 6:48am 
Update of the mod?
CTH2004 17 Jul, 2022 @ 5:00pm 
what about another similar to World Conqueror, but with a tomb world. However, their habbitibility will be that of whatever your picked starting planet is (And the guarenteed habbitable worlds will be that), and this species won't have any special traits, so they will have a 70% Habbitibility starting world. A bit harder, and interesting lore wise!
CTH2004 17 Jul, 2022 @ 4:58pm 
@==F@N#T1C==

But, that would require those people to use this strange thing called common sense, which is rare.
==FANATIC== 1 Jun, 2022 @ 7:07am 
@peter 34 or you know they could disable the mod, or choose another starting point or you know be prepared for something they just subscribed and installed??
Peter34 28 May, 2022 @ 1:13am 
That sounds overly complicated, and also as something that would cause many players to quit the game, disable this mod, and then begin bad-mouthing BrettlesSr in public.
TexStarshine 28 May, 2022 @ 12:25am 
Do you have any plans to add some starting events to the origins? Like planetary union getting independent nation features on newly colonized world so long as you still have one on the capital, or the cold war one having it be that former members of one side colonize a planet in unclaimed space?
Robo-Pig 21 May, 2022 @ 9:07pm 
Super cool mod, I love how it explains or circumvents the trope in this game of the entire planet uniting under a single government
BrettlesSr  [author] 20 May, 2022 @ 3:50am 
Just tested the mod is good for 3.4, no balance changes yet.
Peter34 19 May, 2022 @ 7:06pm 
What was changed in the recent update?
BrettlesSr  [author] 18 May, 2022 @ 3:11pm 
@ζ﹏登峰造極ゝゝ
Yeah, this is because I haven't added translations for any language other than English. You can look around, sometimes other modders add translated versions of mod, but its not something I can translate myself.
ZTB_Butcher 17 May, 2022 @ 5:29am 
Maybe because I am using Chinese, the effect field only sees: origin_tooltip_union_of_states_effects, is there a solution? Thank you
Peter34 14 May, 2022 @ 10:26pm 
Regarding the "Union of States" Origin, one possible solution is to add 2 kinds of Blockers. One Blocker that takes 1.25 years to remove and adds POPs and occupies a District slot until removed, and one Blocker that takes 0.75 years to remove and adds the POPs but don't occupy a District slot. 2 of each. That should make it viable even on Size 19 or 18 planets.

It's not a priority, obviously, but I hope you'll give it a look eventually.
BrettlesSr  [author] 14 May, 2022 @ 3:22pm 
I’ll be updating it to the newest version as soon as possible.
al <3 14 May, 2022 @ 10:20am 
are you planning to update this mod?
Peter34 7 May, 2022 @ 6:18am 
Yeah, it's not a huge problem.

However, the Cold War Victory Origin is somewhat overpowered. The +1 Envoy is a very nice bonus, equal to almost half a Civic in itself, and the +1 Codebreaking is also nice, not just in terms of mid game espionage, but also because it speeds up First Contact Events, in the early game, so that you're more likely to complete them faster, "win" them and get the bonus Influence, if it's vs another civilization that's also rushing for the prize.

For this reason, I think you ought to remove the bonus POP and the bonus District. They're not needed. Cold War Victory is plenty powerful and nice with just the +1 Envoy and +1 Codebreaking. I'd happily take it if it gives no other bonuses.
BrettlesSr  [author] 3 May, 2022 @ 3:30pm 
That's interesting, I hadn't thought of what would happen in that scenario. I'll look into it further next release but it at least sounds like a harmless bug.
Peter34 3 May, 2022 @ 2:38pm 
Cool. I started on a Size 19 planet, and with this Origin, I had a negative amount of free District slots, although it changed to positive once I removed the 3 normal Blockers.
BrettlesSr  [author] 3 May, 2022 @ 1:38pm 
@Peter34
Yeah that's a bug I'm aware of - the tooltip is wrong, but the actual event is meant to trigger just a single time once all the blockers have been cleared.
Peter34 3 May, 2022 @ 11:18am 
For the "Union of States" Origin, the mouse-over "tool tip" seems to suggest that the Unification Day Event should trigger every time you remove one of the Blockers, but when I actually tried the Origin in-game, it only triggered once, after I removed the last Blocker.

Is that working-as-intended?
Prisoner 76561197992841073 16 Apr, 2022 @ 2:23am 
Hey dude, nice work on the origins.

Just curious about the Cold War Victor origin, would it result in a single planetary government? It didn't in our history. I feel like it would be on the path to either Union of States or World Conqueror.
Karacta 3 Apr, 2022 @ 9:11am 
I really like the theme and implementation of these. Especially the unity cost for integrating in Union of states. I would like to see more long term effects for them like cold war victor. Overall great work!
Svijj 2 Apr, 2022 @ 8:41am 
Not sure if you're taking suggestions or not, but I thought of an origin that kinda fits this idea.



Common Threat

In this civilization's past, alien presence was once detected by this species' primitive sattelites. Seeing it as a threat, the petty nation-states had put aside their differences and united under a global government, in order to go towards the stars and put down any alien threat, if the need arises.

I supose that this origin could add a stronghold to the homeworld, and maybe a defensive station or two on the starbase. It can also add a temporary empire-wide modifier that boosts ship construction speed, and also increase xenophobic ethic attraction and unity production.


What do you think?
Boisegangpc 29 Mar, 2022 @ 4:39pm 
I like the "Flight From Hell" origin, DCcherrytrees.
Peter34 28 Mar, 2022 @ 6:15pm 
Thanks! I think End of Cold War looks much, much more generally attractive than any of the others. That +1 Envoy and especially +1 Codebreaking is going to make First Contacts a *lot* faster and easier.
DCcherrytrees 28 Mar, 2022 @ 3:53pm 
Later you can have events fire whenever you terraform tomb worlds into other planet types, with some substantial lump sum unity for worlds that aren't your homeworld and a unique permanent planetary modifier for you homeworld if it is(Unity buffs, Stab buffs, Pop output buffs).
DCcherrytrees 28 Mar, 2022 @ 3:53pm 
You could add a flight from hell nuclear armageddon origin, in the last moment before a mutually assured destruction several nations sent up 2 hastily constructed colony ships. In space the 2 colony vessels witnessed the devastation of their world and societies. Realizing the folly of disunity, the 2 colony ships unify the remnants of their species, the homeworld is still present, but it is at 100 Devastation and has much lower habitability since the species did not get the opportunity to adapt to the new environment(They retain their old planet preference, in spite of their world now being a tombworld), you could give them higher governing ethics attraction to reflect their newfound unity of purpose and a boosted monthly unity output.