Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
9,827 Comments
Biggs 1 hour ago 
coz if were adding more stuff to the engine anything goes amirite?
Biggs 1 hour ago 
@coggernaut different topic here. but i wonder if a display tool tip could be integrated into the game so that instead of "minerals" a random display sourcing from a table would show text such as "iron 2.3 kt titanium 0.5 mt potash 1.3 mt oil 3 mt gas 1 t cm lead 0.3 mt stone 4 mt nitrogen 4 t cm lithium 1 mt gold 0.4 kt silver 0.5 kt phosperous 2 mt" etc and add some lore and roleplay to planet and mining platforum displays. maybe in future it could have a sort of economy of its own. but it is mainly to give some realism. better if it was only real elements not made up sci fi ones. this would make stellaris kinda real.
Biggs 6 hours ago 
@coggernaut dunno bout that man, there is whole can of worms opened if people start to mod ground armies. not that im against it. if its done with some consideration of balance. but instead of just more expensive commando units or assault troops, there could be fanatics with more morale HP, or air support costing some alloys. i think it would burden the shakey stellaris engine way too much to have this extra cpu load going on, especially in long games. save game files for this game seem to take up an enormous amount of space , and if thats any indicator, even small things like individual pops or armies or positions and HP and power, consume a LOT of data in this stellaris engine.
Biggs 6 hours ago 
did you guys fix genetic aristocracy and wasteful consumerism? i remember issue was due to the new pop system, and new leader capacity system, which rendered their bonus obsolete
Coggernaut  [author] 12 hours ago 
@UNC

Okay thank you for the update, I hope you enjoy the mod! :steamhappy:
Coggernaut  [author] 12 hours ago 
@tfisher4

Located in the Pop_jobs folder under common folder. But I would point you to the discord and see what past fixes were
tfisher4 13 hours ago 
@Coggernaut I'll tinker with it and see what I can figure out. Do you know where planet_gladiators might be located in the files?
UNC 13 hours ago 
@Coggernaut, I just use this one.
Fenrisúlfr 20 hours ago 
better planet view reborn i think
Coggernaut  [author] 22 hours ago 
@Cecilia

BPVR what is that? Curious if why the mod starter trch... could you link me the workshop page? I would like to recreate the bug
Fenrisúlfr 22 hours ago 
@Cecilia, if you want another planet view mod try WPs planet view, it has built in compatibility for building slots and also UI overhaul
Coggernaut  [author] 4 Dec @ 9:36pm 
@tfisher4

You can try disabling that and experimenting, but as a Windows user I am unable to troubleshoot
:(
Cecilia 4 Dec @ 9:26pm 
When tested only with UIOverhaul,BPVR and Ethics and Civics Classic,BPVR compati, the same symptoms occurred.
tfisher4 4 Dec @ 9:23pm 
Specifically, it says [economic_category.cpp:794]: Economic Category: planet_gladiators. 'triggered_upkeep_modifier' #1 generates 'mult' modifiers that is never used from script.
tfisher4 4 Dec @ 9:23pm 
@Coggernaut weirdly, looking at the error log it looks like it's planetary gladiators?
Cecilia 4 Dec @ 9:09pm 
I plan to try turning on everything except BPVRmod from now on.
Cecilia 4 Dec @ 9:07pm 
I may have found the cause.
It might be one of several possibilities.
It was BPVRmod.
I tried the compatibility patch, but it didn't work.
Coggernaut  [author] 4 Dec @ 9:06pm 
@Cecilia

Keep me posted, I hope you find out which mod it is
Coggernaut  [author] 4 Dec @ 9:05pm 
@tfisher4

Some linux users have it work... others do not. Although I think the issue is with Angler Jobs
tfisher4 4 Dec @ 8:38pm 
Running Stellaris 4.2.3 on Linux Mint 21.3, Proton Hotfix, no other mods--loading screen reaches 100% and then crashes
Cecilia 4 Dec @ 7:35pm 
I tried turning off suspicious items but couldn't pinpoint the cause.
I'm currently turning everything off and then enabling this MOD and the one above it one by one.

If combining the 20th and 30th causes issues, then I'll just have to give up.
Fenrisúlfr 4 Dec @ 6:36pm 
yeah the 2025 modjam had that property, which annoyed me as it meant i couldn't use the resource patch
Coggernaut  [author] 4 Dec @ 5:22pm 
Thanks @Fenrisúlfr, I appreciate the insight!

Then I would recommend @Cecilia test without mods that do that, because if those crash, there is not much we can do except reach out for compatibility
Fenrisúlfr 4 Dec @ 4:38pm 
@Coggernaut, they do but some mods have something that forces them to have higher priority regardless of load order
Coggernaut  [author] 4 Dec @ 3:32pm 
@Cecillia

I recommend checking mods that change starter tech or technology. Not too many mods do this to my knowledge. But a few others mentioned the same exact problem, so I imagine they have the same mod or similar mods

But for priority, I thought mods that came -after- took priority? I could be confusing it with other games.

I also recommend testing with the "most important" mods then do testing in batches until you get the issue. Then isolate from the batch you added.
Coggernaut  [author] 4 Dec @ 3:27pm 
@CACTUS JACK

Could you link the mod so I can see? Although I recommend trying both mods in conjunction to get a better answer
UNC 4 Dec @ 12:56pm 
Does this mod break the Ketling star pack?
Cecilia 4 Dec @ 9:51am 
I've installed too many mods and can't figure out which one is causing the issue, so I'm checking combinations one by one.
Error log? With too many mods, I can't tell which is which...

I've confirmed that GPM, ACOT, Gundam,kurogane,NSC, and GE aren't the problem.
Cecilia 4 Dec @ 9:22am 
Thank you
I tried placing it after fixMOD
I tried placing it before !mod and others
I tried placing it before and after NSCmod but it didn't work
MOD loading order is based on the wiki and MOD Order, so I rearranged it accordingly


The loads after this MOD were:
!rewoked advances ascension
!sartek tradition -ascension perk
!sartek tap merger -ascension path fusion
!!universal resource patch

It should be a high priority.
Coggernaut  [author] 3 Dec @ 5:31am 
@Cecilia

Try giving E&C Classic a higher priority for your mods, that might overwrite whatever mod is overwriting starter tech. It could fix it
Coggernaut  [author] 3 Dec @ 5:29am 
@Cecilia

This is very likely a mod technology conflict. E&C Classic modifies starter tech, and I have the feeling one of your mods is conflicting with E&C Classic

You need to help me understand which mod is in conflict so I can reach out to the other modder and try to fix it
Cecilia 3 Dec @ 1:18am 
Thank you for the wonderful MOD
My gratitude to all MOD creators

Immediately after ver4.2 implementation, conflicts with other MODs caused the following issues at startup:
No spaceport or ships
Only primitive structures named ◯◯ could be built on planets
Upon building completion, only resources disappeared while structures vanished
Without a spaceport, ownership rights are also absent.

Rolling back to ver4.17 made no difference. Since other mods have been updated,
even upgrading to ver4.2 remains unusable with this mod enabled.
A preliminary indicator is that ship models appear blacked out and invisible during civilization selection.

With so many other mods, it's unclear whether this issue stems from this mod's update, another mod's update, or which specific mods are conflicting.

The problem does not occur if only this mod is disabled, or if the game is launched with only this mod active.
Coggernaut  [author] 2 Dec @ 9:43pm 
@Gaming

Are you running a Linux OS? I recommend switching to Proton for more stability or joining the discord to troubleshoot the problem with other Linux users
Coggernaut  [author] 2 Dec @ 9:42pm 
@Biggs

What if we had a unique garrison army-unit for garrisons to tone down their power? That would make invasion armies more effective at ground-invasions.

Trying to think about interesting mechanics to play around rather that simply reducing/removing the garrison effect. Although this might be difficult or impossible to mod... but I think a worthy endeavor to explore

The counter, is we introduce a more powerful invasion army-unit that would make garrisons easier to destroy.

Ground-battle rework is something I've thought about
Biggs 2 Dec @ 9:29pm 
all the xmas decorations and lights everywhere on all the houses, it is like living in future techno city
Biggs 2 Dec @ 9:29pm 
xmas approaches , it will be special game played on xmas.
Biggs 2 Dec @ 9:28pm 
@coggernaut can you do something about the amount of planetary garrissons? there is literally more troops guarding planets than the maximum my emipre can build can take on, and this is in early to mid game. its made so that long time planetary bombardment is necessary to take a planet, which kills pops, and while this is happeneing the war exhaustion is increasing quickly so that you can bombard a 4000 garission whille at war exhaustion 60% and still be bombarding it well into the 90%s, this is too much garission and makes early game wars problematic for anyone who does not want to sit idle and peacefully build.
Gaming 2 Dec @ 2:11pm 
The game just crashes after reaching 100%, no other mod at all is enabled, only this one. It does load to the main menu without Ethics and Civis enabled.
Cooly Foximester 2 Dec @ 12:12pm 
i have problem with that origin where you start as primitive. The progress bar is stopped on 379/389 and there is no way to finish this situation :shock_fox_r:
crippencollin 1 Dec @ 12:39pm 
the BPVR compatability mod is now fixed and will no longer casue any issues with EAC
disenchantment 1 Dec @ 8:03am 
Can't choose new infernals "doomsday" bombardment types, only default ones.
Coggernaut  [author] 30 Nov @ 11:06am 
@The Gonker

I checked the triggers, It's not supposed to trigger unless the owner of the ship is in the "Through the Ages" scenario. Are you payback, Eager Explorers, or Broken Shackle? (Or Early Space Age)?
Coggernaut  [author] 30 Nov @ 11:02am 
@The Gonker
This is a bug, I can patch that

@GentleGreenGiant
Could you come to the discord and help me understand the problem more? I want to recreate your scenario
GentleGreenGiant 30 Nov @ 10:42am 
I'm having a problem with the "Caste System" civic. I built the Neo colosseum but none of my citizens will work the gladiator jobs from it. I prioritized the job and pulled my citizens/slaves off other jobs and they just become unemployed. I also switched from indentured servitude to chattel slavery in case it counted as an enforcer type job but that didn't work either. Not sure if I'm doing something wrong or if it's bugged
The Gonker 30 Nov @ 8:39am 
i keep getting a event notification with AI random_primitive_events.2 on every planet explored. is there a fix?
Coggernaut  [author] 29 Nov @ 11:08am 
Pushed a fix for Volcanic Worlds :)

I still need to fix Prescripted Empires
crippencollin 29 Nov @ 9:47am 
@coggernaut, id like to aplogize, mostima is correct, BPVR compatabiliy patch for some reason when tunred on wioth ethics and civics, cuases that to happen, only thing is, that compatbility patch is for your mod, and without the compatbility the building slots dont show, hopefully this is a fixable occurnce on BPVRS end:steamthumbsup:
Mostima 29 Nov @ 8:26am 
After an enjoyable hour of turning mods on and off. I believe the conflict is BPVR - Compatability patch. If anyone else having the issue can confirm turning that off fixes the problem that would confirm it.
Coggernaut  [author] 29 Nov @ 5:48am 
@crippencollin

This is likely a mod conflict, except the volcanic worlds aspect. If you could help me understand which aspect is in conflict, I can better help
crippencollin 29 Nov @ 3:29am 
sorry to annouce this but ethics and civics, for some reason is stopping valcanic worlds showing and is stopping NSC3 ships from showing, and when galaxy is created only the planet shows, nothing else is shown in the system, no ships, no starbases, no nothing, just letting you know:steamthumbsup: