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  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Omniscient

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For Stellaris Version: 2.2

I got tired of only having two mandates when playing a democracy, so I created some more. It's a mixed of revived mandates from older versions, and brand new mandates.

Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1255082381&searchtext=mandate

General Changes
-All mandates give 10 months worth of unity
-All mandates give an additional reward that lasts for 5 years (reward depends on mandate, check your empire modifiers after a mandate is completed)
-Mandates that reward on end of term now also reward on leader death, assuming you have satisfied the mandate's requirements
-Mandates that reward on end of term instead reward when elections start, as a work around for a bug
-Leadership of factions will occasionally change hands for various reasons
-Democracies may adopt term limits

-Restored the old awoken trait from the Limbo anomaly

Modified Mandates:
-Buildings observation posts count towards orbital research mandate
-Building a research district on a habitat will complete the orbital research mandate
-Build District mandates now account for additional appropriate districts, mostly housing districts

New Mandates:

Interstellar Expansion
Either colonize a new planet OR expand into 4 new systems

Interstellar Exploration
Completely Survey 8 new systems

Peacemaker
Be involved in no wars by the end of your term

Shipwright
Must be using at least 75% fleet capacity by the end of your term

Uplift Species
Uplift a pre-sapient or pre-FTL species in your empire

Great Emancipator
Ban slavery

Outlaw Robotics
Outlaw both robots and AI

Legalize AI
Legalize both robots and AI (either servitude or full rights)

AI Liberation
Give AI full rights

Aggressive Diplomacy
Set war policy to unrestricted or liberation

Defensive Stance
Set war policy to no wars

Xenopurger
Purge five xeno pops

Army Recruiter
Recruit 6 armies. Buildings and upgrades to buildings that give soldier jobs count as 3 per additional soldier job. Buildings that give enforcer jobs count as 2 per additional enforcer job.

Xeno Alliance
Join a defensive pact or federation

Xeno Isolation
Leave any defensive pacts or federations, break any migration treaties, have accept no refugees policy

Warmonger
Start an aggressive wars

Declare Rival
Declare a rivalry

Open Migration
Sign a migration treaty

Science Without Borders
Sign a research agreement

Individual Freedom
Ban resettlement and population controls, no pops under migration control

Xeno Disenfranchisement
No xenos have full citizenship rights by end of term



Compatibility:
This mod, in addition to modding the mandate related files, modifies parts of the following files:
anomaly_events_7
distant_stars_events
observation_events
 
Last edited:

Omniscient

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New Update:
Introduces the Xeno Alliance, Army Recruiter, and Improve Living Standards mandates
Uplift Species Mandate can now be fulfilled by uplifting a pre-ftl species.
Building observation posts will now count for the obital research mandate
Xenopurger changed to purge 5 pops
 

SpartanLemonade

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I love this! Thank you!
 

Dunaedine

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Uplift Species
Uplift a pre-sapient or pre-FTL species in your empire
Prerequisites: Either: 1) Epigenetic Triggers Tech and at least one pre-sapient species on a world in your borders, or 2) a pre-FTL species in your borders
Reward: 50-1000 unity

Not xenophobe may be a prerequisite for this?
 

James Fire

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James Fire

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