Mod «Expanded Mandates» for Stellaris (v3.7.*)

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Expanded Mandates

Adds additional mandates for democratic empires. Now you're not just limited to building mining or research stations.


General Changes
-All mandates give 10 months worth of unity
-All mandates give an additional reward that lasts for 10 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
-Some mandates now have sanity checks that limit when they can show up
-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
-Building a mineral or energy district on a habitat will complete the orbital mining mandate
-Build District mandates now account for additional appropriate districts. Building one relevant ringworld district will complete the mandate
-Build District mandates now also count relevant buildings (such as mineral processing and rare mining buildings for mining districts)
-Industrial districts now count for the Urbanizer mandate
-Voidborn Origin gains access to all district related mandates except farming

New Mandates

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

Interstellar Highway
Construct 4 Hyper-Relays (requires Hyper-Relay Technology)

Interstellar Exploration
Completely Survey 6 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
Uplifts from events such as the Nivlac count
A successful Plant Knowledge operation counts (except for the Setback outcome)
It also counts if a Pre-FTL you have a Provide Technology agreement with advances an age

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

Tough on Crime
No planet has more than 15% crime

File info

  • Added by: TOP-Mods
  • Author: Tovius
  • Mod version: 20.04.23
  • File format: ZIP
  • File size: 0.3 mb
  • Source: Go to
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