Expanded Mandates (3.7)
Gameplay, Mandate
For Stellaris Version: 3.7
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 ...
Author: Tovius
Created: 2 Jan, 2018 @ 3:11pm
Updated: 20 Apr, 2023 @ 11:24am
Subscribers: 7608
Size (unpacked) : 0.575 MB
For Stellaris Version: 3.7
Adds additional mandates for democratic empires. Now you're not just limited to building mining or research stations.
-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
-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
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
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
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
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
Donations
[www.patreon.com]I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
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
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .This instruction is not written yet..