Can we have more mandates, please???

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Wyrm

General
35 Badges
Dec 7, 2003
1.801
1.484
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Hearts of Iron IV: Colonel
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron III
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
I think i'm on my 20th president with the mining-mandate. There is NO way I can build more mining stations. Not without destroying some of my own.

And when I look at the candidates in all elections, everyone is a miner, so I can't even spend influence to get something else.

As far as I know, there are only 3 mandates that I have ever seen - build mines, build research stations and build up the fleet.

This is an aspect of the game that should be fattened. It would make the game more interesting if we had mandates such as "raise average happiness" or "colonize a new world" or "end the war" or "survey at least 10 systems" what ever. There is almost no limit to what you could have mandates focus on. It would make democracies more fun! :)
 
  • 21
Reactions:

artemis667

Field Marshal
63 Badges
Apr 30, 2002
3.428
703
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • 500k Club
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Heir to the Throne
  • Cities in Motion 2
  • Crusader Kings II
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Cities in Motion
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
Or mandates involving policy changes - that could be quite interesting with expanded internal political mechanics.
 
  • 7
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
I think i'm on my 20th president with the mining-mandate. There is NO way I can build more mining stations. Not without destroying some of my own.

And when I look at the candidates in all elections, everyone is a miner, so I can't even spend influence to get something else.

As far as I know, there are only 3 mandates that I have ever seen - build mines, build research stations and build up the fleet.

This is an aspect of the game that should be fattened. It would make the game more interesting if we had mandates such as "raise average happiness" or "colonize a new world" or "end the war" or "survey at least 10 systems" what ever. There is almost no limit to what you could have mandates focus on. It would make democracies more fun! :)
As far as I understand, the Mandates are not supposed to be persistently fullfillable. They are a nice bonus if you can do it easily. But otherwise they are intended to run out.

Edit: Scrap and rebuild also does not work. The counter goes down for scrapped stations. Destroyed by enemy might count, but I am not sure. See mandate.3 Event.

However there are more of t hem. You just rarely meet the requirements. The Mandat file has coded out:
# Planet Separatist Mandate - Grant independence to the planet
# Emancipation Leader
# Emancipation 2
# Slaver, allow slavery
#*** Orbital Researcher, build X research stations. on_building_research_station
#*** Miner, build X mining stations. on_building_mining_station on-action
# Peacemaker Mandate, check if at peace in 4 years
#*** Shipwright, build X ships by year Y. count_ships trigger
#*** Xeno Purger, purge xenos from planet X. on_purge_complete
# Nationalist Leader - Release nationalists X to parent empire

Mentioned only with comment (no code) are:
# Uplifter, uplift species X on_uplift_completion on-action
# Slavery Proponent, enable slavery and enslave X pops
# Planet Builder, construct X number of buildings on planet Y by year Z
# Planet Builder variant, 0 free_building_tiles on planet X by year Y
# More Jobs, less than 3 pops unemployed by year X
# Fiscal Conservative, X energy in store by year Y
# Population Grower, 0 free_pop_tiles on planet X by year Y

Or mandates involving policy changes - that could be quite interesting with expanded internal political mechanics.
As you can see above, that is already in.
 
Last edited:
  • 1
Reactions:

I am Sovereign

Captain
14 Badges
Oct 22, 2016
397
339
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
As far as I understand, the Mandates are not supposed to be persistently fullfillable. They are a nice bonus if you can do it easily. But otherwise they are intended to run out.

Edit: Scrap and rebuild also does not work. The counter goes down for scrapped stations. Destroyed by enemy might count, but I am not sure. See mandate.3 Event.

However there are more of t hem. You just rarely meet the requirements. The Mandat file has coded out:
# Planet Separatist Mandate - Grant independence to the planet
# Emancipation Leader
# Emancipation 2
# Slaver, allow slavery
#*** Orbital Researcher, build X research stations. on_building_research_station
#*** Miner, build X mining stations. on_building_mining_station on-action
# Peacemaker Mandate, check if at peace in 4 years
#*** Shipwright, build X ships by year Y. count_ships trigger
#*** Xeno Purger, purge xenos from planet X. on_purge_complete
# Nationalist Leader - Release nationalists X to parent empire

Mentioned only with comment (no code) are:
# Uplifter, uplift species X on_uplift_completion on-action
# Slavery Proponent, enable slavery and enslave X pops
# Planet Builder, construct X number of buildings on planet Y by year Z
# Planet Builder variant, 0 free_building_tiles on planet X by year Y
# More Jobs, less than 3 pops unemployed by year X
# Fiscal Conservative, X energy in store by year Y
# Population Grower, 0 free_pop_tiles on planet X by year Y


As you can see above, that is already in.

If it was not changed with a patch.
You have to scrap the stations before the leader is elected.
 

solidprice

noob
50 Badges
Dec 27, 2013
1.496
792
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
Agreed. There should be more options.
Heck, there should be at least 1 person wanting a different option at all times.
 

Pchang

Colonel
5 Badges
Jun 12, 2016
981
462
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Destroyed by the enemy and then rebuilt does count. If I am low on influence, I will declare war just to fulfill the mandate. Usually I get someone to cede a planet and then fulfill the mandate by rebuilding all the infrastructure I destroy before the war is over. I especially like destroying frontier stations first in order to gain more territory.
 

Kryndude

Lt. General
60 Badges
Mar 3, 2015
1.580
1.456
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
I never done this myself but theoretically can't you disband your own mines to build a new one and fulfill the mandate? Sort of like buying influence with minerals.
 

SuperGeek89

Captain
82 Badges
Sep 24, 2009
391
399
  • Crusader Kings II: Jade Dragon
  • King Arthur II
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Sword of the Stars II
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Heir to the Throne
  • Europa Universalis III: Chronicles
  • Crusader Kings II: The Old Gods
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris Sign-up
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Crusader Kings II: Way of Life
  • Stellaris: Necroids
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis III Complete
I agree there needs to needs more mandates for democracies, but what's more they need change based on current circumstances. If I have every available mining station and research station built in my empire then there really shouldn't be candidates promising to build mines or research station. Add things like ensuring positive credit flow or have mandates wanting you to declare war on someone with a specific wargoal, or declare an empire your rival, or even end a rivalry.

*Side note, but democracies should change leaders more often. As it stands right now you can boost a leader once and have them serve until they die. That's really what democracy is supposed to represent.

**Also failing mandates should have more of an impact when election time comes around. You cant promise no new taxes and then raise new taxes without that biting you in the ass come reelection time.
 

HugsAndSnuggles

General
86 Badges
Sep 3, 2016
2.361
2.745
No. Game decreases count when you disband your own mines.
Only if mandate is still in progress. Nothing keeps you from fulfilling it and then disbanding mines... you can even wait 'till election is about to end. Not that difficuilt to find 4 spare spots.
 

Pchang

Colonel
5 Badges
Jun 12, 2016
981
462
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
Is the election result always predictable? If I boost a candidate to be 1% higher than all the rest, does that candidate always win? I never really tested. If this is the case, then you could game the system by disbanding stuff right before the election.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
Is the election result always predictable? If I boost a candidate to be 1% higher than all the rest, does that candidate always win? I never really tested. If this is the case, then you could game the system by disbanding stuff right before the election.
I think I remember once having the slightly lower one win. The Tooltip warn you the percentage is "not exact". So I fully asume there is some random chance applied to the percentage before the victor is declared.
If I really want someone, I prefer having 5-10% more for him. That is usually a sure bet.