Council Position Diversity
Council Position Diversity adds custom councilor titles for each government type to replace the default Head of Research, Minister of Defense, and Minister of State. It also change some default ruler and heir titles. Gestalt councils are included as well, with custom names for all hive and machine nodes.
This mod is intended only for roleplay flavor and does not alter any gameplay value. It applies to both player and AI empires.
[English only]
Chinese by 卡尔文迪斯梅特
German by Lord off his Medication
As of Update 2, Council Position Diversity adds new government types, each with their own council.
- Witch Coven (Democratic, Death Cult)
- Grim Order (Dictatorial, Death Cult
- Noble League (Oligarchic, Aristocratic Elite)
- Roundtable of Knights (Oligarchic, Aristocratic Elite, Warrior Culture)
- Liberal Democracy (Democratic, Merchant Guilds)
- Merchant Republic (Oligarchic, Merchant Guilds)
- Crowned Republic (Dictatorial, Merchant Guilds)
- Merchant Kingdom (Imperial, Merchant Guilds)
- Council of Captain (Democratic, Angler OR Ocean Paradise, Distinguished Admiralty)
- Admiralty Board (Oligarchic, Angler OR Ocean Paradise, Distinguished Admiralty)
- Thalassocratic Dictatorship (Dictatorial, Angler OR Ocean Paradise, Distinguished Admiralty)
- Maritime Empire (Imperial, Angler OR Ocean Paradise, Distinguished Admiralty)
- Chartered Trading Company (Corporate, Trawling Operation OR Ocean Paradise, Free Traders OR Private Prospectors)
- Free Navy (Corporate, Trawling Operation OR Ocean Paradise, Worker Cooperative)
- Shamanic Gathering (Democratic, Spiritual, Environmentalist OR Beastmaster OR Primal Calling)
- Shamanic Council (Oligarchic, Spiritual, Environmentalist OR Beastmaster OR Primal Calling)
- Esoteric Congregation (Democratic, Spiritual, Reanimators)
- Mage Guild (Oligarchic, Spiritual, Reanimators)
- Magocracy (Dictatorial OR Imperial, Spiritual, Reanimators)
- National Socialist Republic (Democratic, Xenophobe, Nationalist Zeal)
- National Socialist Stratocracy (Oligarchic, Xenophobe, Nationalist Zeal)
- Fascist Autocracy (Dictatorial OR Imperial, Xenophobe, Nationalist Zeal)
- Wild Communion (Democratic, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
- Environmental Foundation (Oligarchic, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
- Pastoral Autocracy (Dictatorial, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
- Wild Kingdom (Imperial, Not Militarist, Primal Calling OR Beastmaster, Environmentalist OR Agrarian Idyll)
- Great Lodge (Democratic OR Oligarchic, Militarist, 2 of: Primal Calling, Beastmaster, or Environmentalist)
- Primeval Realm (Dictatorial, Militarist, 2 of: Primal Calling, Beastmaster, or Environmentalist)
- Primal Kingdom (Imperial, Militarist, 2 of: Primal Calling, Beastmaster, or Environmentalist)
- NecroCorp (Corporate, Spiritual, Permanent Employment OR Corporate Death Cult)
- Media Conglomerate (Corporate, Media Conglomerate, Public Relation Specialists OR Corporate Hedonism)
- Security Consortium (Corporate, Naval Contractor, Private Military Companies OR Letters of Marque)
- Pharmaceutical Enterprise (Corporate, Not Militarist, Pharma State)
- Hunter’s Guild (Corporate, Militarist, Primal Calling, Space Ranchers)
- Progenitor Hive (Hive Mind, Progenitor Hive)
- Symbiotic Consciousness (Hive Mind, Empath, Mycorrhizal Ideal OR Genesis Symbiotes OR Fruitful Partnership OR Tree of Life)
- Tactical Analysis Grid (Machine Intelligence, Tactical Algorithms)
This mod shouldn’t conflict with any mod affecting councilors unless they completely revamp how default councilors work. It may, very specifically, conflict with mods altering the situations and events unlocking new advanced authorities as part of the Machine Age DLC. If you’re experiencing an issue, try changing the mod’s load order. Otherwise, load order shouldn’t matter much.
This mod should work with all, none, or any combination of DLC, including with or without Paragons. Please let me know if something isn’t working right.
It only triggers on a new game or when reforming government, so it won’t apply immediately if you enable the mod mid-game.
Not achievement friendly.
Update 1.1: Added an empire policy to keep your current councilor titles when reforming government.
Update 2.0: Added new government types.
Update 2.1: Added thalassocracy government types. Also assigned preferred leader class to new governments.
Update 2.2: Added new government types for spiritual environmentalist and reanimators. Also changed some previous council positions to avoid repeating existing civic positions from Paragons.
Update 2.3: Added several new government types: Roundtable of Knights, Fascist states, MegaCorps, Hive Minds, and a Machine Intelligence. Added missing localisation entries to all language (they will show English lines instead of raw tags)
Update 2.4: Updated to game version 3.14. Added councilor titles to Elder Council government.
Update 2.5: Added Primal governments using Primal Calling origin and / or Beastmaster civic
- Without the Paragons DLC, random councilors may be unassigned from their position at the start of the game. I have no clue why it does that, but you can just assign them back.
Detox Technology: Removes the Detox ascension perk from the Toxoids DLC and replaces it with a tech.
Precursor Selection Advanced: Allows the selection of precursor and rebalance the trigger rate of initial discovery.
Hive Name Diversity: Adds a massive quantity of new name variants for hive minded civilisations.
Revisions:
Old revisions of this mod are available below. Click the link to download.