Stellaris

Stellaris

War of Wreaths — Authoritarian Expansion
70 kommentarer
Juhius  [ophavsmand] 2. dec. kl. 5:22 
Noted.
I'll take a look at it for the next patch.
Not a Tomato 30. nov. kl. 2:14 
For some reason I can't comprehend the One Party State civic combined with the Under One Rule origin has The Party generate with Shattered Party Doctrine.
Juhius  [ophavsmand] 27. nov. kl. 6:09 
You pick their ethics and civics at game start. The only rule with ethics is that you can't give them opposing ethics from you (you can still give them ethics from a spectrum you don't have anything in). They inherit some civics (stuff like tankbound) from the main empire. Unfortunately full customization is just not on the table for me to implement.
Vietnam 27. nov. kl. 5:12 
Is it possible to make custom Warrant of Trade vassal empires or are they still randomly generated and you just pick their civics?
Juhius  [ophavsmand] 25. nov. kl. 14:27 
Patch 5 (25.11.2025):

- Updated mod to 4.2 'Corvus' and Infernals
- Imperial Council civic is no longer incompatible with Under One Rule Origin
- New civic options and inherited civics added to Warrant of Trade vassal at game start

As with New DLC and content, I'm not entirely sure if something is broken or not, but it seems to be alright. PLEASE let me know if you run into any new issues due to the dlc. :btd6thumbsup:
Astralith 22. nov. kl. 16:29 
@Juhius gotcha. i was actually going to modify it myself, just wanted to see if there was a game-stability reason ;D
Juhius  [ophavsmand] 22. nov. kl. 6:41 
I had a reason for it initially, but it is unnecessarily restrictive. I'll take it out in the next update. :btd6thumbsup:

If you want to play with it *now*, you can just open the mod file (workshop/content/281990/3572910112/common/governments/civics/Wreath_civics.txt) and remove the origin section from civic_wreath_imperial_council. Quick and easy.
Astralith 22. nov. kl. 6:23 
this is a really great mod, but is there a reason why Imperial Council cant run with the Under One Rule origin? Its literally the most perfect civic for that origin.
Juhius  [ophavsmand] 18. nov. kl. 9:16 
As far as I know it's just missing/broken directions for how the traits are visually formatted. It should be fine. I should probably get it fixed though.
A-Sartek 17. nov. kl. 4:56 
Hello! I'm getting an error with your inline scripts.

There is a few of them that look like this between lines 14~285:
[inline_script_database.cpp:71]: Unknown inline_script "trait/icon_element/tier_$TIER$" in file: " file: common/traits/wreath_great_houses_traits.txt:14(inline_script) common/inline_scripts/trait/icon.txt line: 20
shadowwarrior132 16. nov. kl. 16:05 
Starsector player
Juhius  [ophavsmand] 16. nov. kl. 11:04 
I'm so smart I wrote the wrong date in the patchnotes :ujel:
Juhius  [ophavsmand] 16. nov. kl. 11:02 
Patch 4-E (18.11.2025):

- New EXPERIMENTAL Origin/Civic added: Great Houses
-- Manage an empire full of noble houses vying for power
-- Known Issues:
---Factions may spawn at the same time (This is Paradox's fault, not mine. I'm basically strangling the engine and praying it doesn't happen. Might figure out a better solution, might not.)
---Missing Custom GFX.

- Fixes and changes
-- Worker Cooperative is no longer compatible with Consular Republic (Thanks OddTomato)
-- Satrap's Palace holding's job spawns fixed. (Thanks "Gooner". I didn't initially realize what the issue was)

NOTE: The Great Houses Origin/Civic is probably the single most complicated part of this mod now, so I expect it to be a little jank (at least for now). I have some ideas for improving it, but I want to hear your thoughts on it as it is. so yeah, Feedback is very much welcome!!!

Thank you all for being so interested in my mod, because I love making it for you guys! :btd6thumbsup:
Juhius  [ophavsmand] 7. nov. kl. 9:13 
Thank you!
Always nice to get encouraging comments from modders whose work I've personally enjoyed. :btd6thumbsup:
perl 6. nov. kl. 20:49 
This mod is amazing!
Juhius  [ophavsmand] 31. okt. kl. 8:25 
OddTomato, I did not know you could still reform to egalitarian while being the Galactic Emperor. Good to know! As for the suggestion, I feel like it could have some unforeseen consequences. The Presidential Republic modifier is large enough for elections to practically never happen during any reasonably long game. A negative election term length could also be confusing to some users, and the game unfortunately won't allow hidden modifiers, which would have been nice for the current implementation too. It's just a safer bet to keep as is, but I'll be adding worker co-op to the incompatibility list.
Thanks for the well thought out comment, and for your efforts to break the mod! :btd6thumbsup:
Not a Tomato 30. okt. kl. 13:34 
You should probably make Consular Republic incompatible with Worker Cooperative. I had this thought for a while, so I tested it: There is a very specific situation when you become the Galactic Emperor as a Megacorp, reform to Egalitarian and Adopt both Consular Republic and Worker Cooperative you will have -100% Election Term Length. This had the strange result of never holding an election, probably because the game doesn't know when to hold it. But on the bright side this bug seems to have the exact effect Presidential Republic is supposed to provide. Maybe try giving it -100% Electon Term Length instead of +1000% and see if it works better?
Fņŏŕď 20. okt. kl. 15:04 
I was thinking of a more realistic and less "parody" version of a managed democracy.
Just something reasonably balanced.
Juhius  [ophavsmand] 20. okt. kl. 13:19 
Misterwheatley, I don't play with large overhaul mods so I don't know.

Fņŏŕď, I've thought about illiberal democracies and hybrid regimes and the Presidential Republic civic is kind of the widest net I decided to cast to represent them. General ideas are nice, but getting interesting gameplay (or things I can implement with minimal vanilla overwrites) is more difficult. If you want to see something in the mod, I suggest that you give me something more concrete to work with. I am interested in that area, but I've struggled to find gameplay that would be interesting enough for it.
Misterwheatley 20. okt. kl. 0:09 
Does this play nice with ethics and civics?
Fņŏŕď 19. okt. kl. 18:41 
Having you given any thought to a managed democracy civic?
Juhius  [ophavsmand] 17. okt. kl. 2:49 
Patch 3 (17.10.2025):

- Changes to Utopian Authoritarianism civic
* Fixed localisation issues with Welfare Officers (FOR REAL THIS TIME)
* -50% to the upkeep of Welfare Officers (5 -> 2.5 Consumer goods per 100 jobs)
- One Party State's 'The Party' faction has reduced base popularity without the civic (25 -> 1)
- Legendary Leadership AP can now be taken as the first AP
Wanderer 13. okt. kl. 11:36 
Ahh okay I gotcha. Thanks for the response. I hope to see the changes you mentioned, they sound interesting. Regardless, great mod! I love rping with it :griefer:
Juhius  [ophavsmand] 13. okt. kl. 3:51 
Thanks for the comment!

The party doesn't instantly disappear once the civic is removed, it just becomes very unpopular. It should in theory just slowly lose popularity until it becomes a minor faction or is dissolved due to having too little support, but there's a chance the effect isn't working as intended. I should probably make the decline much more noticeable. I wanted to emulate the party staying around as a remnant due to it's immense influence on the empire even if it loses its grip on absolute power, slowly losing relevance as time goes on. I'll look into it in the next update.

It is theoretically possible, but practically impossible that the party dissolves due to unpopularity while the civic is active. That would require a faction MUCH more popular than it to exist, which the vanilla game doesn't have, even with the other special factions.
Wanderer 12. okt. kl. 11:26 
Hey, I see that the "One Party State" civic has a "party can dissolve" option. However whatever I try (change government types) I can't get the party to dissolve. Any info is appreciated thank you!
VGA-Chan 11. okt. kl. 21:00 
I know that background image. Hail to the Lion!
Juhius  [ophavsmand] 10. okt. kl. 11:57 
Patch 2 (10.10.2025):

- Updated 'Warrant of Trade' Origin
* Vassal Megacorp can now be fully customized (I had some trouble implementing it the first time, thus the original BAD implementation)
* Vassal Megacorp now starts with a Science ship and a Construction ship
- fixed localisation tag issues with Welfare Officers
Juhius  [ophavsmand] 9. okt. kl. 8:09 
I doubt that this mod is the cause. I can't really think of anything that could even conflict or overwrite that.
Dog 8. okt. kl. 19:26 
Yes all advanced Mutagenic Goverments normally provide you Habatability Buffs so you can Reach 175 / 200 but your new Imperial Ruler Trait seems to remove this from the Advanced Goverment Tooltip but the effect is applied anyway
Fņŏŕď 8. okt. kl. 15:07 
I think he's trying to say the info is false but the effect is normal.
Juhius  [ophavsmand] 8. okt. kl. 11:57 
I genuinely have no idea what you are even talking about
Juhius  [ophavsmand] 7. okt. kl. 8:41 
awh ♥♥♥♥... thanks!
A-Sartek 7. okt. kl. 5:40 
Psss @Juhius I got something in the error log about localization (not a big deal) and when checking line 37 I got this:

mod_job_wreath_welfare_officer_add modifier:0 "Welfare Officer Jobs"

You forgot the underscore between "add modifier" just a heads up and thank you for your hard work! :e33_burn:
Juhius  [ophavsmand] 6. okt. kl. 5:00 
I tend to agree, it's not great right now. I'll work something out for the next version of the mod.
Vietnam 6. okt. kl. 4:02 
There should be an option added to make custom Warrant of Trade Subject empires so you can do things like start as an authoritarian Earth with RDA from Avatar in Alpha Centauri.
Juhius  [ophavsmand] 3. okt. kl. 1:44 
andrenaitor0522, oops, I forgot to add a tooltip. Only leaders with Proconsul trait can be given the position. The idea is to keep rotating council positions to get as many leaders to level 3 Proconsul as possible. I'm not sure I should keep the position that way anyways.

Wyverian, I'm not really sure I have the time and motivation to really dig into other ethics like I did with this mod. I have plenty of ideas, so maybe down the line, but I have no plans to do so any time soon.
andrenaitor0522 2. okt. kl. 15:32 
Can't select a leader for co-consul position on the council, any help?
Wyverian 29. sep. kl. 21:33 
Amazing I love the concept of this, think you will tackle the other ethics?
Fņŏŕď 29. sep. kl. 15:02 
Yeah I saw that just after I posted that.
Juhius  [ophavsmand] 28. sep. kl. 16:29 
Fņŏŕď, Legendary Leadership is not an origin, it is an ascension perk. Also to your previous comment, I've thought about making a civic which lets empires categorize xenos as bio-trophies, like with Rogue Servitors. Not sure about it and it would mean overwriting a lot of vanilla files.

mcm0319, It should have the authoritarian ethic and nothing else, unless you give it a militaristic archetype. It's a weird implementation and something I want to improve upon. It's just that implementing it in anyway would be weird in other ways. Feedback on that is appreciated.

"Gooner" (very... cool name btw), they are vanilla noble jobs so it's down how the vanilla AI-economy works and I'm not touching it.

mason531 & Mythcrafter, yeah, just gotta figure what kind of thing would work the best for those.

Willem, Glad to hear that! I really wanted to fill that hole, and I'm happy someone else wanted it as well.
Fņŏŕď 28. sep. kl. 15:46 
Legendary Leadership doesn't appear to actually show up in the origins.
mason531 28. sep. kl. 14:24 
You should totally add government types
mcm0319 28. sep. kl. 13:45 
is it just me that the origin's megacorp vassal doesnt have any ethics?
Mythcrafter 27. sep. kl. 13:17 
Awesome mod with very cool yet simple changes, i would love to see something similar to the vice-chairman/persident position equivalent for imperial authority given one of the new shroud government types that scales from leader level:WH3_nurgling:
Gooner 26. sep. kl. 14:03 
Not sure if its a bug or intended, but the noble jobs on my subjects planets from the satraps palace overlord holding aren't being worked by them at all. They are a scholarium, which Im assuming is causing this problem lol
Fņŏŕď 26. sep. kl. 13:51 
I've tried a bunch of your civics they all seem relatively balanced.
For Syncretic evolution I was thinking a benevolent dictatorship type
for managing simpleminded slaves. Like a modified utopian dictatorship.
Maybe another type of slavery that works with servile.
Willem 26. sep. kl. 13:33 
Finally, this mod adds something I always thought should've been in the Base Game: Utopian Authoritarianism, Finally I can be an Authoritarian Empire that actually cares about the whole Empire rather than being Pidgeonholed into being an Empire that cares only about its Elites just because it does not agree with Democratically Elected Leaders and believes in Strongman rule instead, finally I can be an Authoritarian Empire that Genuinely wants the best for its people.
Juhius  [ophavsmand] 26. sep. kl. 11:13 
Yeah. Gotta love some rogue trading. :3

I don't play with large overhaul mods, so I couldn't make *good* compatibility patches for them, but everyone who does is welcome to try. I would probably link them on this mod's page as well.
Workshop, James Workshop 26. sep. kl. 8:56 
Someone has been playing Rogue Trader as well I see...Ave Imperator! Does someone knows how compatibility is with mainstream mods? I was thinking ethics & civics in particular