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Stellaris: Imperial Routine
Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. Learn more about Imperial Routine at GameJunkie. Enjoy the game!


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26 May 2018

File size:

7.638 MB

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This Mod Adds Imperial Routine to the Stellaris Game.

This mod was designed to extend some management and political layers of the game.

Well, I was a bit frustrated by the amount of changes to the sector system and complexity of possible solutions to implement all the features I’ve invented earlier. After 2.* updates I’m still seeking the best approach to implement all previous sector & faction features of this mod in a best way. So I’ve decided to make a small break and to focus on a features what I was always want to make fully.

The full development log and background could be found here:

— System management screen
— System leaders (now it’s possible to assign any governor, scientist, admiral or general to any owned system) with system-wide effects on planets
— A few leader traits

This section is dedicated to a solar system, which is also an important part of your empires, however its features are not fully exposed and utilized. I always had some intentions to make it a more reasonable and meaningful subject like a truly administrative unit. So I’ve made several steps to extend system’s features.

System Stats
At first, I’ve made a system screen, so now you are able to get all necessary and key information about your system in a single window, without any manual estimations: trade flow, military forces, demographic situation or some generic system stats etc. Not sure this is the last version of the stats, so any feedback would be great to improve this list. System screen could be launched from a special decision available from the star.

I’m planning to add some specific features, like system-wide projects or so in a future releases.

System Leaders
Not only me was missed about planet governors. I still think that was a good feature. Perhaps with a little displaced balance though. I’ve decided to recreate a similar thing, but in a bit larger scale, using the system scope for this.

Game mechanics allows us to assign any leader to any ship (which is actually could be an outpost or starbase), so it’s a great feature to exploit. Mod allows you to assign any leader to manage any owned system. And even more — this means that you can assign not only governors, but scientists, admirals, generals as well. As it’s quite hard to create a truly GUI selection, the mod uses an easier way and takes the first unassigned leader from specific category, so ensure that you have one. They will be located at system outpost or starbase and will be able to distribute their effects among system colonies. In the leader screen you could see that they are busy commanding a station with the same name as the system. Losing the system or starbase with assigned leader has some chances for him to be killed or to escape.

As now you can assign all leader types, let’s describe their effects a bit (but first, let’s think that a smaller scope of their leadership and direct management helps them to open and use talents in other spheres instead of governing). System governors will have absolutely the same effect on system as their sector (or earlier, planet) alternatives, boosting productivity and reducing crime. Scientists will increase planet research output from pop jobs. Admirals and generals are less useful, as firsts improve starbase parameters and second ones could be assigned to planetary armiers directly. However, I’ve decided to make them a bit more reasonable and added a small bonus — admirals are able to generate a small amount of naval capacity and generals will add a few defensive armies according to their level. The mod is also able to understand leader skills and vanilla traits to apply their effect on planets.

While the core game mechanics is allowing us to assign leaders to starbases, it has no way to apply all their effects to system planets. I’ve came across the idea of using specific jobs, as they’re able to utilize triggered_modifiers which could be a good workaround to provide leader effects on system planets. And even more, it looks pretty realistic — the assigned leader is not capable to carry out his politics without any lower administrative units, and local authorities (i.e. ruler strats) could be like a providers of his will. And we’re getting a natural administrative hierarchy:

empire > sector > system > local (planet) authorities

So, the mod replaces some jobs (administrators and executives or complex drones, depending on government type) with new but absolutely similar ones, which are able to generate a proper effects depending on leader type, skills and traits. Their job has a very high weight, so in almost all cases they will be applied first.

To bring more balance, each assignment of system leaders will increase their maintenance by 15% simulating additional expenses of bureaucratic machine forced to go deeper into micromanagement (sector vs system).


I hope the next update will be dedicated to sector mechanics. I’ve got a several ideas how to make sectors more reasonable and predefined.

How to install this mod: Download the file. Unzip the archive. Copy the mod folder to the folder: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/

If folders are missing, try running the game or make them by yourself.

Unpack .mod file to the folder: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod

Or just use Subscribe button if you are using Steam Account.

Enable desired mods from the launcher and click Play button.

Enjoy the game:)

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