Stellaris

Stellaris

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Council Position Diversity
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1.285 MB
3 Jul, 2024 @ 1:42pm
13 Jun @ 4:10am
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Council Position Diversity

In 1 collection by Harvatos
Mods by Harvatos
7 items
Description
What is it?

Council Position Diversity adds custom councilor titles for each government type to replace the default Head of Research, Minister of Defense, and Minister of State. It also change some default ruler and heir titles. Gestalt councils are included as well, with custom names for all hive and machine nodes.

This mod is intended only for roleplay flavor and does not alter any gameplay value. It applies to both player and AI empires.

[English only]



Community Localisation

Chinese by 卡尔文迪斯梅特
German by Lord off his Medication



New Government Types

As of Update 2, Council Position Diversity adds new government types, each with their own council.

Death Cult Civic (requires Necroids DLC)
  • Witch Coven (Democratic, Death Cult)
  • Grim Order (Dictatorial, Death Cult

Aristocratic Elite Civic
  • Noble League (Oligarchic, Aristocratic Elite)
  • Roundtable of Knights (Oligarchic, Aristocratic Elite, Warrior Culture)

Merchant Guilds Civic
  • Liberal Democracy (Democratic, Merchant Guilds)
  • Merchant Republic (Oligarchic, Merchant Guilds)
  • Crowned Republic (Dictatorial, Merchant Guilds)
  • Merchant Kingdom (Imperial, Merchant Guilds)

Thalassocracy (requires Aquatic DLC)
  • Council of Captain (Democratic, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Admiralty Board (Oligarchic, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Thalassocratic Dictatorship (Dictatorial, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Maritime Empire (Imperial, Angler OR Ocean Paradise, Distinguished Admiralty)
  • Chartered Trading Company (Corporate, Trawling Operation OR Ocean Paradise, Free Traders OR Private Prospectors)
  • Free Navy (Corporate, Trawling Operation OR Ocean Paradise, Worker Cooperative)

Environmentalist Civic
  • Shamanic Gathering (Democratic, Spiritual, Environmentalist OR Beastmaster OR Primal Calling)
  • Shamanic Council (Oligarchic, Spiritual, Environmentalist OR Beastmaster OR Primal Calling)

Reanimators Civic (requires Necroids DLC)
  • Esoteric Congregation (Democratic, Spiritual, Reanimators)
  • Mage Guild (Oligarchic, Spiritual, Reanimators)
  • Magocracy (Dictatorial OR Imperial, Spiritual, Reanimators)

Nationalist Zeal Civic
  • National Socialist Republic (Democratic, Xenophobe, Nationalist Zeal)
  • National Socialist Stratocracy (Oligarchic, Xenophobe, Nationalist Zeal)
  • Fascist Autocracy (Dictatorial OR Imperial, Xenophobe, Nationalist Zeal)

Primal (requires Grand Archive DLC)
  • Wild Communion (Democratic, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
  • Environmental Foundation (Oligarchic, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
  • Pastoral Autocracy (Dictatorial, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
  • Wild Kingdom (Imperial, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
  • Great Lodge (Democratic OR Oligarchic, Militarist, 2 of: Primal Calling, Beastmaster, or Environmentalist)
  • Primeval Realm (Dictatorial, Militarist, 2 of: Primal Calling, Beastmaster, or Environmentalist)
  • Primal Kingdom (Imperial, Militarist, 2 of: Primal Calling, Beastmaster, or Environmentalist)

MegaCorporations (requires MegaCorp DLC)
  • NecroCorp (Corporate, Spiritual, Permanent Employment OR Corporate Death Cult)
  • Media Conglomerate (Corporate, Media Conglomerate, Public Relation Specialists OR Corporate Hedonism)
  • Security Consortium (Corporate, Naval Contractor, Private Military Companies OR Letters of Marque)
  • Pharmaceutical Enterprise (Corporate, Not Militarist, Pharma State)
  • Hunter's Guild (Corporate, Militarist, Primal Calling, Space Ranchers)

Hive Mind (requires Utopia DLC)
  • Progenitor Hive (Hive Mind, Progenitor Hive)
  • Symbiotic Consciousness (Hive Mind, Empath, Mycorrhizal Ideal OR Genesis Symbiotes OR Fruitful Partnership OR Tree of Life)

Machine Intelligence (requires Synthetic Dawn DLC)
  • Tactical Analysis Grid (Machine Intelligence, Tactical Algorithms)




Installation

This mod shouldn't conflict with any mod affecting councilors unless they completely revamp how default councilors work. It may, very specifically, conflict with mods altering the situations and events unlocking new advanced authorities as part of the Machine Age DLC. If you're experiencing an issue, try changing the mod's load order. Otherwise, load order shouldn't matter much.

This mod should work with all, none, or any combination of DLC, including with or without Paragons. Please let me know if something isn't working right.

It only triggers on a new game or when reforming government, so it won't apply immediately if you enable the mod mid-game.

Not achievement friendly.



Patches

Update 1.1: Added an empire policy to keep your current councilor titles when reforming government.
Update 2.0: Added new government types.
Update 2.1: Added thalassocracy government types. Also assigned preferred leader class to new governments.
Update 2.2: Added new government types for spiritual environmentalist and reanimators. Also changed some previous council positions to avoid repeating existing civic positions from Paragons.
Update 2.3: Added several new government types: Roundtable of Knights, Fascist states, MegaCorps, Hive Minds, and a Machine Intelligence. Added missing localisation entries to all language (they will show English lines instead of raw tags)
Update 2.4: Updated to game version 3.14. Added councilor titles to Elder Council government.
Update 2.5: Added Primal governments using Primal Calling origin and / or Beastmaster civic.
Update 3.0: Updated to game version 4.0. Added support for BioGenesis government types.
Update 3.1: Fixed BioGenesis override governments not applying properly.



Known issues
  1. Without the Paragons DLC, random councilors may be unassigned from their position at the start of the game. I have no clue why it does that, but you can just assign them back.



My Other Mods

Detox Technology: Removes the Detox ascension perk from the Toxoids DLC and replaces it with a tech.

Precursor Selection Advanced: Allows the selection of precursor and rebalance the trigger rate of initial discovery.

Hive Name Diversity: Adds a massive quantity of new name variants for hive minded civilisations.

All Rooms Selection: Allows selecting most leader rooms that are normally unavailable when creating a new empire.

Faster City Growth: Makes cities grow faster in Planet View.

Name List Collection: A compilation of custom-made name lists for empires.
45 Comments
eqN 15 Jun @ 7:27am 
Just picked up this mod recently. I don't know how I played without it. Amazing work!
Little Tee 13 Jun @ 9:00am 
:D
Harvatos  [author] 13 Jun @ 4:09am 
@Little Tee Good catch! I'll fix it today.
Little Tee 12 Jun @ 6:02pm 
Love the mod. Playing Megacorp, I noticed that "Head of Public Relation" should be "Head of Public Relations"
Harvatos  [author] 23 May @ 6:20am 
@TheFirstPaige I don't mind at all. Let me know if you post it, and I'll link to it on this page.
TheFirstPaige 22 May @ 7:54pm 
Understandable. Don't spose you'd be open to someone making an addon patch for this? If I find the time, I can definitely think of a few myself.
Harvatos  [author] 22 May @ 4:10pm 
@TheFirstPaige Glad you like it! I won't be doing modded governments unfortunately, mostly because the 165 types of governments already covered by this mod are already straining my capacity to find 100s of synonyms for councilor titles lol
TheFirstPaige 22 May @ 8:41am 
this mod is a fantastic lil flavour and roleplaying addition, do you think you could do the governments in Government Variety Pack too?
Harvatos  [author] 16 May @ 1:06pm 
Welp, it took all week to find what was wrong with BioGenesis overrides, but I finally got it. Spoiler: it was something stupid.

The fix is live now, so Council Position Diversity should now fully support BioGenesis governments as intended.
Harvatos  [author] 10 May @ 2:18pm 
I'm aware of an issue where (at least some) biogenesis override authorities does not trigger the mod properly. I couldn't find something obviously wrong with the script, so it will probably require some testing and figuring out to fix it. I'm spending time with mom this weekend for Mother's Day, so it will have to wait a moment, sorry! The mod should be otherwise perfectly playable in the meantime.