Stellaris

Stellaris

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Trade for Influence
   
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Economy
标签: Edicts
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100.579 KB
8 月 21 日 下午 4:08
9 月 9 日 下午 1:31
13 项改动说明 ( 查看 )

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Trade for Influence

描述
Trade for Influence is a complete overhaul and expansion of my previous "Energy for Influence" mod, updated for Stellaris 4.0 and beyond. This is version 3.0.3, which introduces a suite of eighteen powerful and thematic edicts that allow you to dynamically convert your empire's Trade, Unity, and Influence with one another. It features six balanced base edicts for individualist empires, and twelve enhanced, government-specific edicts that give every authority—including Oligarchies and Gestalt Consciousnesses—a unique economic and political edge.
Ever find you needed just a bit more influence to capture that star system but were short on Influence? Then this mod was made for you. Exchange your Trade for Influence, or for Unity, or vice versa, by enabling monthly edicts.



Features
This mod adds 18 new edicts to your policies screen, divided into tiers:

Base Edicts (Available to all non-gestalt empires)
Art of the Deal: Convert your bustling economy's Trade directly into Influence.
Propaganda Projects: Turn public Unity into Influence as you motivate your people to support your expanding ambitions.
State Media Broadcasts: Expend your political Influence to gain Unity and strengthen the resolve of the public.
Public Relations Campaign: Use your political Influence to craft the narrative and boost your empire's Trade opportunities.
Service Guarantees Citizenship: A unified people can be asked to work a little harder. Convert Unity directly into increased Trade profits.
Bread and Circuses: Use Trade wealth to fund public entertainment and amenities, converting economic prosperity into societal Unity.

Specialized Edicts (Government-Specific)
These powerful edicts offer double the reward for double the cost, giving a distinct advantage to their respective governments.
Purity Mandate (Authoritarian): Transform Influence into massive amounts of Unity.
State-Controlled Commerce (Authoritarian): Leverage Influence to nationalize industries, generating immense Trade output.
Hostile Takeover Mandate (Corporate): Convert Trade into Influence with unparalleled efficiency.
Employee Patriotism Program (Corporate): Invest Trade profits into programs that boost national Unity.
Public Works Initiative (Democratic): Channel your people's Unity into large-scale projects that dramatically increase Trade opportunities.
Mandate of the People (Democratic): Harness the collective Unity of your populace to generate immense Influence.
Chartered Monopolies (Oligarchic): Grant exclusive economic rights to loyal elites, turning their immense Trade profits into state Influence.
Elite Patronage (Oligarchic): Spend Influence to sponsor grand cultural works, creating a narrative of prosperity that boosts national Unity.

Gestalt Consciousness Edicts (Hive Mind & Machine Intelligence)
Gestalt empires get their own powerful, thematically unique edicts for converting resource surpluses and processing power.
Over-Saturated Pheromones (Hive Mind): Convert resource surpluses (Trade) into a potent chemical haze that pacifies your borders and projects your Influence.
Purpose-Grown Synaptic Drones (Hive Mind): Channel the Hive's Unity into creating hyper-specialized neural drones that dramatically optimize resource acquisition (Trade).
Diplomatic Emulation Subroutines (Machine Intelligence): Dedicate your vast energy surpluses (Trade) to perfectly emulating organic diplomacy, allowing you to manipulate your way to greater Influence.
Network Optimization Protocols (Machine Intelligence): Reallocate core processing cycles (Unity) to achieve perfect logistical efficiency, generating a massive resource surplus (Trade).


Compatibility
• Updated for Stellaris Version 4.0.* and beyond.
• This mod adds new edicts and does not overwrite any vanilla files. It should be compatible with almost any other mod.
• Is not achievement compatible.


Originally a simple "Energy for Influence" mod, it has been completely rebuilt and expanded from the ground up thanks to great community feedback! Please rate and enjoy.
55 条留言
Mecka Tinker 10 月 11 日 上午 12:24 
I too would appreciate it if in the description you specified if these edicts are player only or if the AI has access to them as well.
07Gasimli 9 月 25 日 上午 9:43 
Does AI also use these
Inigma  [作者] 9 月 9 日 下午 1:34 
I could prob look at scaling yields and upkeep with empire size on a diminishing increase the higher you go so it doesn't become overpowered.
Inigma  [作者] 9 月 9 日 下午 1:32 
@The Engineer Pop
update posted . ty.
DaViper 9 月 9 日 下午 12:57 
@Inigma, I'm fine however you wish to 'break it'. As this is 'abstraction', I'd go with three settings with dummy lines to add more if needed. "low/medium/high'....however the numbers break down.

One thing I've noticed that as time passes, and the empire grows, the bonuses are 'static', not scaling. Not sure how that would impact mid/late game, but it is something to be aware of.
Scale too much and its a 'gimme-box', too little and it could turn into 'meh' rather than, 'i love this mod'. :steamhappy:
The Engineer Pop 9 月 9 日 上午 9:28 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3560626229
Yes. I uploaded the corrected translation file here.
Gake 9 月 9 日 上午 8:17 
Yield and Upkeep.
Inigma  [作者] 9 月 9 日 上午 7:40 
@Gake a 1-5 multiplier on costs or outputs, or only on the influence output? @DaViper you think this is a good idea too?
Inigma  [作者] 9 月 9 日 上午 7:39 
@The Engineer Pop, not sure what you mean. Can you re-explain? Do you have an updated yml?
The Engineer Pop 9 月 9 日 上午 4:04 
Hello. Would you fix Korean translation file as I said 1 week before? Sorry for inconvenience.