Stellaris

Stellaris

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Civil Wars
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87.086 MB
24 Mar, 2021 @ 5:00pm
21 Jul @ 9:56am
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Civil Wars

In 5 collections by MrFunEGUY
[Out of Date] - 3.2 - MrFunEGUY's Stellaris v1.92
214 items
[Out of Date] - 3.6 - MrFunEGUY's Stellaris v1.44
223 items
[Out of Date] - 3.7 - MrFunEGUY's Stellaris v1.25
219 items
[Out of Date] - 3.9 - MrFunEGUY's Stellaris v1.13
228 items
[Out of Date] - 3.14 - MrFunEGUY's Stellaris v1.3
225 items
Description
Civil Wars:

So you thought you could just build a galaxy-spanning empire and never have to worry about internal strife? Wrong.

This mod makes it so that certain political operators and unstable planets will try to rebel against your authority. You can choose to let them go, or engage in a Civil War.




About:

This mod introduces a number of different mechanics and overhauls some vanilla ones in order to make Civil Wars possible and engaging.

- See this thread for a full list of features.





Notes:

- Situations do not progress past 80 progress, and that is normal. At that point, you should be aware that a rebellion could occur at any moment.

- Your empire capital and full core sector will never rebel under any circumstances. Planets (not the capital) in the core sector can still be taken by rebellions and wars, however.

- Subjects can have all of the wars added by this mod. If this happens to a subject who is not allowed to independnely wage war, you will be given the choice of taking over the war for your subject, letting your subject wage the war on their own, or letting the rebels become independent of both you and your subject. If you are a subject of this kind, you will be informed that your overlord will make the decision.

--

Base Chance of Occurring

Load Order and Compatibility





The Future:

- Possibly: Treasonous leaders who lose the civil war or are banished may try to start a new country, or take over and lead a primitive civilization to space.

- Events that lead up to Civil Wars. Leader ultimatums to stop an imminent Civil War (ie, stuff like "Make me your heir and I won't rebel.")

- Espionage mission to retrieve treasonous leaders who fled to other nations.

- I want to add more as may varied ways for planets and sectors to rebel as I can.

- I'm open to suggestions and feedback.





Compatibility:

Native:
- Divided Loyalties

- If using my Vassals Expanded and Reworked - FunEFork mod, place this mod before it in the load order.





Credits:

- Huge amount of credit to mr_trousers, creator of the Interstellar Incorporated mod. He helped me a ton on the Stellaris Modding Den Discord.

- Russian Localisation by Mahpell. Thank you!

- Chinese Localisation by Del. Thank you!

- German Localisation by Heinrich Honkler. Thank you!

- Thumbnail Image: Urban Combat[www.artstation.com] by Richard Yang





Some Other Mods I've Made/Updated:

- More Authorities

- Viable Feudalism and Imperialism - Empire Federation

- Useful Heirs

- Species Name to Nation Demonym

- End Truce & Close Borders

- We Require Borders

- No More Exclaves

- Ethics and Civics Alternative - FunEFork

- Galactic Bank - FunEFork

- Intervene: Help Friendly Nations - FunEFork

- Vassals Expanded and Reworked - FunEFork





[www.patreon.com]

[paypal.me]

[ko-fi.com]




Support:

For the best support, find me at #mrfuneguys-mods on the Stellaris Modding Den Discord:

[discord.gg]
Popular Discussions View All (6)
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MrFunEGUY
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24 May @ 9:10am
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MrFunEGUY
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21 Jul @ 9:51am
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MrFunEGUY
1,448 Comments
MrFunEGUY  [author] 8 Nov @ 8:50am 
Renzo - Oh, I'm really sorry it is 4.0. I forgot there was a difference between 4.0 and 4.1. if you check my GitHub you might be able to find the 3.14 version, but it's not too clearly labeled. Probably the one before 4.0
Renzo da Lusari 8 Nov @ 6:15am 
Oh okay, the descriptor says 4.0 and it keeps crashing the game if I launch it with the 3.14 version, so i thought it was updated.
MrFunEGUY  [author] 8 Nov @ 5:37am 
Renzo - This is still the 3.14 version, I haven't updated it yet.
Renzo da Lusari 8 Nov @ 4:55am 
Is there any way I can access the 3.14 version of this mod ? (I accidentally removed it from my 3.14 compatible modlist)
MrFunEGUY  [author] 7 Nov @ 7:13am 
Next update I will add more options, ideally
ᛣ Munin ᛉ 6 Nov @ 11:15pm 
Possible to reduce it or disable it from happening to AI?
Theguywitharifle 5 Nov @ 8:42am 
what is the event_id for a civil war starting?
John Shepherd N7117 2 Nov @ 3:36pm 
Came back to stellaris after years.
And dear lord this mod is cool, but the AI wages civil wars non stop.
Idk if this mod affects all AI outside my subjects, but they can never grow and be a long term threat. Constant civil wars always break sthem up.
Mystic 28 Oct @ 9:45am 
Nope, it's absolutely trivial to avoid any civil wars.
You just stack "govening ethics attraction" / "<insert your primary ethics here> attraction" modifiers from traditions / agendas / buildings / Deep Space Black Sites and it's a complete non-issue.
It only can become a slight problem if you are constantly conquering everything in sight without caring about maintaining internal coherence of your empire, and that's what this mod is supposed to do, make it an important thing to consider.
SpartanXZero 27 Oct @ 4:28pm 
Neat idea.. but I have to say there's no resolution other than war to deal with this. Which makes it rather annoying. Factions tend to have some absurd points they want, in many cases completely impossible to resolve. We want a rival.. well the ONLY adjacent empire is pathetic in military strength.. so cannot brand them as a rival due to the mechanics in the game.. faction continues to fester an stew over it.. eventually raising a fleet an military force from out of thin air.

This idea would be fun if there was an espionage/counter insurgency game using agents or military strikes to dismantle, prevent, wipe out or resolve. Blackmail, smear campaigns or straight up assassinations etcetera. Instead of the faction just taking full control of one or more worlds without any real way to prevent that other than wage war an reconquer.