Stellaris

Stellaris

Civil Wars
1.448 opmerkingen
MrFunEGUY  [auteur] 8 nov om 8:50 
Renzo - Oh, I'm really sorry it is 4.0. I forgot there was a difference between 4.0 and 4.1. if you check my GitHub you might be able to find the 3.14 version, but it's not too clearly labeled. Probably the one before 4.0
Renzo da Lusari 8 nov om 6:15 
Oh okay, the descriptor says 4.0 and it keeps crashing the game if I launch it with the 3.14 version, so i thought it was updated.
MrFunEGUY  [auteur] 8 nov om 5:37 
Renzo - This is still the 3.14 version, I haven't updated it yet.
Renzo da Lusari 8 nov om 4:55 
Is there any way I can access the 3.14 version of this mod ? (I accidentally removed it from my 3.14 compatible modlist)
MrFunEGUY  [auteur] 7 nov om 7:13 
Next update I will add more options, ideally
ᛣ Munin ᛉ 6 nov om 23:15 
Possible to reduce it or disable it from happening to AI?
Theguywitharifle 5 nov om 8:42 
what is the event_id for a civil war starting?
John Shepherd N7117 2 nov om 15:36 
Came back to stellaris after years.
And dear lord this mod is cool, but the AI wages civil wars non stop.
Idk if this mod affects all AI outside my subjects, but they can never grow and be a long term threat. Constant civil wars always break sthem up.
Mystic 28 okt om 9:45 
Nope, it's absolutely trivial to avoid any civil wars.
You just stack "govening ethics attraction" / "<insert your primary ethics here> attraction" modifiers from traditions / agendas / buildings / Deep Space Black Sites and it's a complete non-issue.
It only can become a slight problem if you are constantly conquering everything in sight without caring about maintaining internal coherence of your empire, and that's what this mod is supposed to do, make it an important thing to consider.
SpartanXZero 27 okt om 16:28 
Neat idea.. but I have to say there's no resolution other than war to deal with this. Which makes it rather annoying. Factions tend to have some absurd points they want, in many cases completely impossible to resolve. We want a rival.. well the ONLY adjacent empire is pathetic in military strength.. so cannot brand them as a rival due to the mechanics in the game.. faction continues to fester an stew over it.. eventually raising a fleet an military force from out of thin air.

This idea would be fun if there was an espionage/counter insurgency game using agents or military strikes to dismantle, prevent, wipe out or resolve. Blackmail, smear campaigns or straight up assassinations etcetera. Instead of the faction just taking full control of one or more worlds without any real way to prevent that other than wage war an reconquer.
perl 25 okt om 15:54 
Love this mod!
ulriquinho 9 okt om 7:53 
Oh yeah please take care of them tendons. We can wait! Just glad to know you are doing okay.
07Gasimli 6 okt om 8:49 
OH MY GOD THE GOAT HIMSELF REPLIED WITH UPDATE NEWSSS :steamhappy:
Mystic 5 okt om 2:37 
Thank you.
MrFunEGUY  [auteur] 4 okt om 22:01 
Hey guys, appreciate wanting an update. I will update this mod when I can, hopefully within the next month or so. My job and tendonitis make it difficult, but do not worry, this mod is not dead haha.
ulriquinho 30 sep om 3:21 
People acting like this mod is dead when the author's last post here was just 2 weeks ago. Maybe MrFunEGUY just hasn't had time to come back to his mods yet. 4.1 has barely been out. Patience folks. If like in a month we haven't heard something, maybe we can call this mod dead. But right now, that is an absurd assumption.
JustACake 29 sep om 1:58 
Firstly, I just wanted to thank you for this mod, it's absolutely amazing and I enjoyed it very much in my previous playthroughs, it's very well made

And unfortunately secondly, does anyone else have a problem that loading screen is stuck on 100% with this mod?
07Gasimli 27 sep om 8:33 
Cant someone with coding/modding knowledge continue this mod?
07Gasimli 26 sep om 16:00 
PWEASE PWEASE PWEASEEE
07Gasimli 26 sep om 15:59 
@MrFunEGUY we need an update so bad
07Gasimli 26 sep om 12:09 
This mod crashes games, so sad this mod hasnt been updated in a while
MercMeister 26 sep om 8:34 
I don't think so. Playing 4.1.1 and 4.1.3 I had crashes on exactly the same date (2210.7.16.) and figured out it was an AI empire starting a civil war. Disabling the mod fixed the crashes. So no afaik it doesn't work.
Mystic 25 sep om 13:44 
Does the mod still works in 4.1 / Shadow of the Shroud?
EJR 16 sep om 11:41 
I can concur with Hackeysack, I have five vassals in one of my current games and even formed a Hegemonic federation with them for the fun of it. A civil war breaks out almost every 1-2 years with just one, then add in the other four and it can become a nightmare.
Big Eared Du 15 sep om 20:11 
You should make a feature how admirals could try and rebel to overthrow you with loyal ships and armies
MrFunEGUY  [auteur] 15 sep om 10:08 
Yeah I'll look into trying to better balance that
Hackeysack 14 sep om 21:11 
Any way we can get more stability for vassals? I love this mod to death but if you're playing an overlord with lots of vassals, being constantly drawn into your vassals' civil wars is more work than it's worth, unfortunately, since it constantly requires you to redirect military assets to quell, and also hamstrings the development and economy of your vassals (and thus your tax revenue). I don't mind it happening occasionally, but it seems to happen pretty frequently.
Colesizecole 1 sep om 8:33 
[21:55:06][gamestate.cpp:8233]: Invalid Owner for new ship with design (4294967295) - getting this error lately when civil war starts and the new nation make a ship
The Engineer Pop 29 aug om 16:56 
Anyway I completed (except the thing below) Korean translation patch of this mod just now.
How can I make separatists factions emerge to see the messages related to them? I want to see if my patch is working correctly.
The Engineer Pop 29 aug om 16:56 
What I said below is these codes.

# Planetary Separatist Faction Gen
SEPARATISM_DEMAND_IND_p_x: "독립"
SEPARATISM_DEMAND_IND_p_x_desc: "Members of this faction desire Independence for"

SEPARATISM_DEMAND_MIL_JOBS_p_x: "군 주둔 금지"
SEPARATISM_DEMAND_MIL_JOBS_p_x_x_desc: "This faction doesn't want any military personnel stationed on"
SEPARATISM_DEMAND_MIL_JOBS_p_x_xx_desc: ", and don't want military postings made available."

SEPARATISM_DEMAND_MIL_BUILD_p_x: "군 시설물 금지"
SEPARATISM_DEMAND_MIL_BUILD_p_x_desc: "This faction doesn't want any military structures to be present on"

SEPARATISM_DEMAND_SHIELD_p_x: "행성 보호막"
SEPARATISM_DEMAND_SHIELD_p_x_desc: "This faction desires a planetary shield generator to protect"

SEPARATISM_DEMAND_FEDERAL_p_x: "연방제"
SEPARATISM_DEMAND_FEDERAL_p_x_desc: "This faction desires a federal goverance structure, such that they may have more control over"
The Engineer Pop 29 aug om 16:55 
More question.

When I translate "civwar_factions_l_korean.yml" I saw the message codes above.

But It seems that "SEPARATISM_DEMAND_*_p_x_desc" and "SEPARATISM_DEMAND_*_p_xx_desc" surround the name of the planets and "SEPARATISM_DEMAND_*_p_xx_desc" that follows planet's name not always exists.

Because Korean word order is different from English's, in many cases I need the words both precedes and follows planet's name.
But I don't know where "SEPARATISM_DEMAND_*_p_x_desc" and "SEPARATISM_DEMAND_*_p_xx_desc" are called and I have no confidences whether I can insert "SEPARATISM_DEMAND_*_p_xx_desc" to all of these sentences or not.

For example, the sentences "This faction doesn't want any military structures to be present on [planet's name]." is translated to Korean as "이 세력은 [planet's name]에 어떤 군사 시설이 주둔하는 것도 원하지 않습니다.".

Can I solve this problem on my own?
The Engineer Pop 29 aug om 0:29 
Thanks.
MrFunEGUY  [auteur] 28 aug om 23:44 
That message is for when slaves lose the war.
The Engineer Pop 28 aug om 21:56 
And may I not translate the messages below

##################
### Unused ###
##################

?
The Engineer Pop 28 aug om 20:02 
A question for translating.

slave_war_won_tooltip: "§Y[Root.GetName]§! will regain control of all territory lost to §Y[From.GetName]§! and the slaves will be put back in their place."

Is the message above showed when slaves won the war or slaves lost the war?
The Engineer Pop 28 aug om 0:16 
Where can I report message errors?
BadCat7 26 aug om 22:49 
Heya ! of course, the second civil war started in 2298 and never ended, my last save file is year 2311. Currently its a 2 front war: On the west is the mayor power who supported the rebelions, and on the east its 2 Militarist nation uprising If i continue the game after 2311, sooner or later the situational log marks the Militarist radicalization, spawning a third coup, adding a third militarist on the same civil war /////////////// I ran the game and on the year 2312 a third civil war started supported by another mayor power (both mayor powers hate me) and another 2 militarist coups: making 4 militarist coups and mayor powers declaring war on me at the same time. The war of 2298 never ended :cozybethesda:
MrFunEGUY  [auteur] 25 aug om 16:00 
@BadCat7 - thanks for sharing your story, sounds like a fun run. How long did the second Civil war last before another militarist uprising happened?

The thing is, there are time limits already on these things. But you know, this just makes me want to add an options menu where you can change stuff like this. I'll try to work on that.
BadCat7 24 aug om 20:11 
Hello ! firstly i wanna say the mod is amazing, and it works well ! but i did had a issue, I was egalitarian materialist and militarist. THe militarist started a civil war in the first 100 years and i had fun ! After another 100 years they started a second war, but the second one was a little extreme. It created 2 militarist nations that declare war on me, and a mayor power help them by invading them, it was challenging but i still was doing great, 3 vs 1 and i was winning mid war. But after that, another militarist coup started, so it was 3 militarist coups and 1 major power. While i was already in a civil war !!. I think if theres 3 militarist coup there should be a buff that removes influence of the militarist on my nation or either remove the faction all together. I suppressed the party and did a decision that suppresses the party by mod options. It still didn't help. Anyways, m not removing the mod ! its too good and one my favorites :cozybethesda:
lightdimf 22 aug om 12:04 
Well, the commenter before me said "my pc freezes when loading stellaris if i have this enabled" which looks just like the thing I said, but with less detail. Maybe it could be an incompatibility with some other mod, the only reason I see for it to be a thing only for some users.
MrFunEGUY  [auteur] 22 aug om 9:46 
I've never experienced that, and have never seen anyone else report such a bug. No idea how that could happen, so not even sure how I would text that. If you figure it out, let me know.
lightdimf 21 aug om 8:13 
This mod causes some sort of memory leak. When I enable it the game eats all of the RAM and crashes, sometimes crashes the whole PC. Took me days to find the reasons.
Dust 20 aug om 16:08 
my pc freezes when loading stellaris if i have this enabled
Zyldrix 19 aug om 17:32 
I have had issues with combating rebellions before they go off. The typical options like cracking down or propaganda dont appear till they are about to fire and even then don't effect anything.

If you are a vassal there also was a habit of rebellions being against your liege and not you meaning that the liege would take the territory.
The Engineer Pop 18 aug om 18:26 
But why planetary revolt occurs in fundamental sectors when the protested worlds are in the frontier sectors where I just conquered?
The Engineer Pop 18 aug om 3:59 
https://steamproxy.com/sharedfiles/filedetails/?id=3551349919

I have to report 2 bugs.

1. When I assist suppressing a rebellion of my vassal and conquer all of the rebellion's territory the whole territory of the rebellion becomes mine , not becomes my vassal's. Because That systems' former owner is the vassal I think this phenomenon is not fair.

2. When I conquer planets by that consequences the district interface of that planet becomes broken. The locations of Generator District and Urban District are swapped. Furthermore as you can see in my screenshot these planets have 0 Urban Districts and when I rebuild that all of the buildings and zones are vanished.
The Engineer Pop 17 aug om 2:34 
Is here the feature that the Corporates with Criminal Heritage can demolish the Districts, Buildings of the planet in which they parasite?
I noticed some of the Districts, Buildings of my worlds which is in the Capital Sector are vanished when I fight the Criminal Heritage Corporates.
The Engineer Pop 16 aug om 21:00 
Is the probablity of treason or revolution affected by the military power of mother nation?
Stern 16 aug om 8:35 
Every time, this mod is 3.11
The Engineer Pop 12 aug om 18:42 
Thanks.