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Mango's Lewd Diplomacy


Mango's Lewd Diplomacy (Formally The Lupanarius Project)

 

What is this mod?

 

This mod adds one new specialist subject type and one new federation type to vanilla Stellaris called the Lupanarius. A Lupanarius Subject is one who specializes in maximising pop growth speed through breeding and mating as opposed to resource output. A Sensual Liasion federation type focuses on improving the health of their population, through extensive breeding. Just a heads up though, this is my first ever Stellaris mod, so bugs and terrible coding are present and I encourage any suggestions or bug pointers as I've only started learning how to mod Stellaris.

 

Why make this mod?

 

Honestly, I felt that diplomacy was lacking in some other Stellaris mods, and hoped to fill the void with this mod. Not to mention that after having played around with Vassals Expanded (Steam Workshop::Vassals Expanded and Reworked - FunEFork (steamcommunity.com) I felt inspired to create a lewd subject version of my own. Obviously though, my ideas for diplomacy may sometimes be terrible, so feedback would be welcome.

 

DISCLAIMER: 

AS OF NOW, THERE IS NO MACHINE SPECIFIC VERSION OF A LUPANARIUS, AS SOME OF THE BONUSES DIDN'T MAKE SENSE TO A ROBOT SPECIES. I PLAN TO DO SOMETHING DIFFERENT FOR MACHINE EMPIRES, BUT CURRENTLY ONLY BIOLOGICAL AND HIVE EMPIRES ARE SUPPORTED, SORRY.

 

Currently Added Features:

 

-New Lupanarius Subject Type (Available through regular diplomacy, as well as through the Imperial Thief Dom Origin)

-New Federation Type (Available through regular diplomacy, as well as through the Lewd Bond Origin)

-2 New Civics (Obedient Breeders and Striptease Culture, both having unique megacorp and hivemind equivalents)

-2 New Origins (Lewd Bonds and Escaped Gene Sex Slaves)

-2 New Branch Office Buildings (Pornography Arthouse and Tantalizing Nightclub, accessible through the Lap Dance Marketing Civic )

-2 New Diplomatic Stances (Serviceable and Affectionate)

-A New Edict (Mating Festivals, accessible as a level 4 president reward in the sensual lision federation)

-A New Empire Policy (Libido Specialization, accessible as a level 5 member reward in the sensual lision federation)

-Various New Graphics for the Lupanarius Subject Type (Quite poorly done I might add as I'm no artist)

-New Overlord Holding (The Cathouse Sanctum)

-New Subject Buildings (5 in total, including the Lupanarius Ghetto, Lupanarius Genetic Labs, Lupanarius Carving, Lupanarius Bio-matter Plant and the Lupanarius Orgy Manor. Bare in mind all buildings apart from the Ghettos are upgradable, and have their own hive mind unique counterparts with machine counterparts hopefully coming soon.)

-New Jobs for both Subject Buildings and Overlord Holding

-New Subject Starbase Buildings (Including the Proliferation Ship Bay, Reconditioning Complex, Breeding Experimentation Facility, Mating Training Grounds, Aphrodisiac Dispenser and the Mind Control Centre)

-3 New Lupanarius Governor Traits (Lupanarius Harlot, Lupanarius Incubator and Lupanarus Inseminator)

-3 New Species Trait (Unlocked by Brainwash decision, Escaped Gene Sex Slaves and Obedient Breeders civic, including equivalents, respectively)

-A New Subject Decision (Requires the Mind Control Centre)

-3 New Planetary Modifiers (Triggered by Cathouse Sanctum Holding, Hyper-Relay Network or Brainwash Decision)

-7 New Technologies that Unlock Buildings / Starbase Buildings

-2/3 ish New Event (Pretty bland though, hope to add more in the future)

 

Changelog Archive: 

 

Spoiler

1.1.1:

 

What's New?

 

-Added/Fixed Appropriate .mod Files 

 

Quick Note:

 

Added and Fixed the .mod files so that the path is correct and can work on any PC, sorry for this disruption!"

 

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

1.1.0:

 

First Major Update!

 

What's New?

 

-New Civics (Obedient Breeders and Striptease Culture, both having unique megacorp and hivemind equivalents)

-2 New Origins (Lewd Bonds and Escaped Gene Sex Slaves)

-2 New Diplomatic Stances (Serviceable and Affectionate)

-2 New Unique Traits and 10 New Enhanced Traits (Enhanced Traits are accessible through New Libido Policy)

-A New Federation Type with unique bonuses (Sensual Liasion Federation Type)

-A New Edict (Mating Festivals, accessible as a level 4 president reward in the sensual lision federation)

-A New Empire Policy (Libido Specialization, accessible as a level 5 member reward in the sensual lision federation)

-1 or 2 New Events (Still very bland however)

 

Quick Note:

 

I would just like to mention that several new features in this update were actually inspired from other mods. The Striptease Culture (and equivalent) civics are based off the Dancer Traditions civic in the 'All you need is Loving' mod. The Obedient Breeders (and equivalent) civics were inspired by the Submissive and Breedable civic in the 'LV_Expansion' mod. Finally, the Escaped Gene Sex Slaves origin is heavily drawn from the origin of the same name in the Sexy Xenos Mod; this one is especially personal as this mod started out as just a fix for the EGSS origin not working, and has now led to this. I would like to thank the creators of these mods dearly, and say that this mod wouldn't be at its greatest without you, thank you.

 

In Depth Breakdown:

 

Just in case, I have compiled all the Sensual Liasion federation perks into concise text as to not clutter up unnecessary screenshots. The perks are as follows:

 

Level 1:

 

-Unshackled Love = Free Migration Pacts with all federation members

 

Level 2:

 

-Integrated Kinks = Immigration Pull +20% , Pop Growth Speed +20%

-Intimate Borders = Trust Cap +25, Trust Growth +25%, Border Friction -25%

-Populace Determinant = Slave Market Cost -50%, Pop Resettlement Cost -20%

 

Level 3:

 

-Hormonal Conversion Regulations = Modify Species Cost -20%, Empire Size from Pops -10%

-Bodily Fluids Economy = Gene Modification Points +2

-Dominant Gene Pool = Gain Monthly Influence based on how many different species are in your empire (3+ = 0.2 Influence, 5+ = 0.5 Influence, 10+ = 1 Influence and 15+ = 2 Influence)

 

Level 4:

 

-Reserved Breeding Zones = Max Districts +1

-Sexualite = Diplomatic Weight from Pops +25%

-Delectation Celebrations = Unlocks the Mating Festivals Edict

 

Level 5:

 

-Lascivious Peoples = Governing Ethics Attraction +50%, Happiness +25%, Pop Growth Speed +10%

-Arousal Augmentation = Unlocks the Libido Specialization Policy which grants access to Augmented (50% Boost) or Apex (100% Boost, Penalties) trait versions of rapid breeders, docile, radio trophic, nivlac or fertile.

-Lustful Diplomats = Gain 10% Pop Growth Speed and +1 Stability on all of your world for each envoy assigned to the federation

 

Thank you for reading this far into the patch notes, would just like to mention that I'm sorry if this update didn't fix any bugs or ai stuff, I just wanted to get the big and important features done first so I could take time later to fix bugs at my own pace. Speaking of pace, I probably won't be updating this mod for a short while as I've still got education on the horizon of a few weeks so I'll have to prepare for that. All in all though, thank you for your time and I hope to see you soon!

 

(Any Feedback and tips would also be appreciated too!)

 

Compatibility:

 

The Vanilla file should be compatible with most other mods and overrides the following Vanilla Stellaris files:

 

-00_agreement_presets

-00_agreement_term_values

-00_agreement_terms

-00_rules

-00_scripted_triggers

-00_starbase_types

 

However, I've made a few compatibility patches for certain mods as to assimilate their features with this mod for QOL, or ensure they work correctly. This includes patches for the Vassals expanded mod (Steam Workshop::Vassals Expanded and Reworked - FunEFork (steamcommunity.com)) , the Sexy Xeno Traits mod, and QOL Jobs patch for Lustful Void.

 

Lupanarius Vassal Patch:

This patch allows a Lupanarius subject to use the more precise subject tax as well as special subject terms seen in that mod. I have however left the default terms for the new terms as to allow for more freedom in negotiating terms. Load Order:

 

-Lupanarius Vanilla

-UI Overhaul (OPTIONAL BUT RECOMMENDED Steam Workshop::UI Overhaul Dynamic (steamcommunity.com))

-Vassals Expanded

-Lupanarius + Vassals Patch

 

Lupanarius Lustful Void Patch:

This patch acts more as a QOL patch, where certain jobs from this mod are instead replaced with jobs from Lustful Void that make more thematic sense. Still however, this isn't required as LV and this mod are innately compatible. Load Order:

 

-Lustful Void

-Lupanarius Vanilla

-Lupanarius + LV Patch

 

Lupanarius Sexy Xeno Traits Patch: 

This patch is a new version of the Sexy Xeno Traits mod that works alongisde the new room graphics for the Lupanarius subject type. Bare in mind though that all Sexy Xeno rooms are removed from this mod version as it would cause the Lupanarius Room to not show. Load Order:

 

-Lupanarius + Xeno Patch 

-Lupanarius Vanilla 

 

Potential Future Features: 

 

This list includes features that I either don't know how to code, or would take too long to implement normally. However, these are features I want to eventually add to the mod, come it sooner or later. If you're someone who knows coding well, then I'd appreciate any tips on implementing these kinds of features.

 

-More Events (Events revolving around the special Lupanarius starbase buildings in particular)

-More Traits (Both positive and Negative)

-More Negative Traits (Both positive and Negative)

-A Lupanarius Colossus type that gives all the inhabitants on a planet a crippling and unremovable trait

-More Lupanarius Exclusive Technology (Primarily Buffs to resource production or special Lupanarius only features)

-A Federation version of the Lupanarius (Bonuses more balanced for all members)

-Possibly new galactic resolutions for the Lupanarius (or at least integrating the Lupanarius into the Intergalactic Directives resolution)

-New Espionage mission maybe? (Literally have 0 clue how to actually make this)

-New civics that synergise with the Lupanarius

-New Precursor Chain??? (Very ambitious though)

-Different Versions of the Lupanarius for hive , machine and megacorp empires entirely with their own bonuses

-A way for the subject to pay the overlord a tax of pops every 5/10 years, similar to the blood tax in the Vassals Expanded mod (HIGH PRIORITY, IF YOU KNOW HOW TO DO THIS THEN PLEASE CONTACT ME)

-Unique branch office buildings

-Better AI Weights and Building Usage

-Trade Conversion Policy (One that allows the player to focus on a sex economy without having to worry about other resource deficits)

 

New suggestions may be added or removed from here, depending on if they're completed or even feasible.

 

Bugs and Glitches:

 

I'm sorry if bugs or game breaking stuff is in this mod, its just that testing everything in this mod is, at least for me, very time consuming and adding new features is sometimes tricky to fully figure out. Pretty much 99% of the coding in this mod is copied and modified from Vanilla or other mods as I have 0 coding skills of my own so yeah. Just a fair warning to keep your expectations low. Also, do note that I really have no idea of how to balance the different job output/upkeeps or manage ai weights effectively so those parts of the mod may be atrocious.  

 

Permissions:

 

If you do want to change something in this mod, be it the icon graphics, certain job stats or implement your own feature, then by all means you can edit this mod yourself. If you do plan on uploading it though, I would appreciate you asking me on discord beforehand. And just in case I disappear and never update this mod again, then you have full permission to change or integrate this mod into your own mods.

 

Extra Notes:

 

The mods used in the various screenshots: 

UI Overhaul Dynamic - Steam Workshop::UI Overhaul Dynamic (steamcommunity.com)

SE Humans 2 - Steam Workshop::SE: Human 2 (steamcommunity.com)

SE Humans 2 Nudity + LV Patch - SE Human 2 LV Patch + Nudity - Stellaris - LoversLab

 

My discord is 'Catch a Mango #4814' if you want to DM me or have any concerns

Thanks for reading this wall of text, I know I wouldn't.


 

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14 hours ago, aerosmei1 said:

I am sorry, I have to ask a stupid question.

How to install this mod?

Putting it in Documents\Paradox Interactive\Stellaris\mod like other mods will not work

The .mod file that is usually paired with the mod folder is missing.  This is true of the Lustful Void patch, also.

Edited by Bloodly
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It seems the .mod file that refers to the mod folder is not included, if anyone is also dealing with this try these steps, it should be a temporary fix and it worked out for me at least

1. make a copy of "descriptor.mod"

2.open the copy in notepad++ or any text editor and locate the "supported_version=3.4.5" line

3.below this line write this:  path="mod/lupanarius_project"

4.save the .mod file and rename it to lupanarius_project and put it in the stellaris mod folder

Open the game and the launcher should show the mod in there, I haven't tested the mod ingame because I was trying to solve that so I don't know about crashes or errors just yet

Hope this helps ?

 

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In addition to @Krilling's step, "common/game_rules/00_rules.txt' requires a closed curly bracket at line 800.

In order for me to get it working (testing as far as having the option show up for the subject empire origin), I did the following, but I haven't tested specifically what's necessary to get it working.

- I changed all "00_" file prefixes to "lupanarius_"
- I prefixed the jobs with "lupanarius_", I did this to test that it was looking for the right references elsewhere.

Edited by thadeus
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On 8/23/2022 at 9:46 AM, thadeus said:

- I changed all "00_" file prefixes to "lupanarius_"
- I prefixed the jobs with "lupanarius_", I did this to test that it was looking for the right references elsewhere.

I wen a step further by comparin the rules.txt to the vanila rules, with Kdiff3. After that I made an empty lpn_rules.txt and copied the 'can_species_be_assembled' block from the mods rules, and deleted the orginal file.

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On 8/23/2022 at 3:53 AM, Krilling said:

It seems the .mod file that refers to the mod folder is not included, if anyone is also dealing with this try these steps, it should be a temporary fix and it worked out for me at least

1. make a copy of "descriptor.mod"

2.open the copy in notepad++ or any text editor and locate the "supported_version=3.4.5" line

3.below this line write this:  path="mod/lupanarius_project"

4.save the .mod file and rename it to lupanarius_project and put it in the stellaris mod folder

Open the game and the launcher should show the mod in there, I haven't tested the mod ingame because I was trying to solve that so I don't know about crashes or errors just yet

Hope this helps ?

 

 

Thanks for helping everyone else with this problem, should be fixed now, I hope.

Edited by mango_action
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On 8/22/2022 at 11:21 PM, TheNamelessLegend said:

Where is the .mod file that is meant to come with stellaris mods? Surely "descriptor.mod" is not it

 

Now it's properly zipped alongside the main mod folder itself. At first I thought that file was the .mod file needed, and so I swept it under the radar for some time. Sorry about any confusion.

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Only mod/lupanarius_void need left in the path= line of the .mod file, otherwise the file cannot be loaded on other people's computers

The updated .mod file path line is C:/Users/karun/Documents/Paradox Interactive/Stellaris/mod/

Edited by aerosmei1
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Your mod still does not work.

The path in the .mod file is incorrect and had to be changed to path="mod/[insert mod/submod here]" for Stellaris to even recognize that the mod has a folder to path towards.
Once there is a path it "loads" into the launcher fine. But upon loading the game the origins, civics etc. are broken as seen in the images.

lupa breeder civic.png

lupa federation origin.png

lupa sex clones origin.png

lupa striptease civi.png

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6 minutes ago, TheNamelessLegend said:

Your mod still does not work.

The path in the .mod file is incorrect and had to be changed to path="mod/[insert mod/submod here]" for Stellaris to even recognize that the mod has a folder to path towards.
Once there is a path it "loads" into the launcher fine. But upon loading the game the origins, civics etc. are broken as seen in the images.

lupa breeder civic.png

lupa federation origin.png

lupa sex clones origin.png

lupa striptease civi.png

dude, Can you start a new game and see if it crashes?

I want to be sure if the crash is caused by lupanarius_xeno_patch.mod

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Your patches is not working as intended i believe, the void patch will remove traits from original file since they use same names on files, and in the patch some traits are removed.

i think the patch either need its own file names, but i'm not sure if there will be a duplicate or if trait from lupanarius will be overwritten.

or all traits need to remain in patch files with the new changes for traits.

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I am really excited to see where this mod goes. All of my LoversLab playthroughs have felt like they were missing something like this. 

That being said, anyone know how to get the descriptor files to work? I know that the mod is working cuz when I start with the federation origin, it spawns me in the new federation, but I don't know what anything actually does.

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Hi, I came to bring some information that I gathered through the tests I did, maybe it will help in something, or not.
1- Having mod+patches loaded, makes the game crash when you start new games. I haven't tested if it works with existing games.
2- Removing patch_xenos from the loading order, allows the match to start. But it also prevents/removes all traits and civics from your mod from appearing. With the exception of 'submissive and breedable', 'obedient_breed' and 'striptease_culture', if they are not from your mod, ignore the last part.
3- Unfortunately I have no idea where is the problem to try to fix in the patch, I followed the tips given by other users, but still no success.

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deleted my last post because I figured out it was compatibility issues between mods lol. ?

After some testing I believe there are some incompatibilities issues with this mod and Ethics and Civics Classic, it seems that with ECC enabled, civics from this mod lose some of their features/functionalities (For Example: Obedient Breeders not having access to the Serviceable diplomatic stance).  I'm somewhat certain that it's a compatibility problem with ECC because I made a new playset and kept progressively adding mods to see which one was causing the issues. 

If anyone is able to confirm my testing above or provide a solution I'd be thankful.   ?

As for the crash on starting a new game, I suppose it would have something to do with trait limit maybe? When i was facing it, I took some traits out of the species and managed to start a game without problems, but this is more of a guess than a fix

Edited by Krilling
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