Raana Posted September 16, 2018 Author Posted September 16, 2018 I've started working on the governmental portion of the mod I'm working on (civics, policies, edicts, etc.), and kind of want to do a bunch of ethos-themed civics for it (will probably rig the mod to increase the default allowed civic count). Problem is I'm kind of hitting my head against a wall trying to come up with this many different themes. So if anyone wants to suggest anything, my goal is to have at least one civic to fill each of the following ethos combinations: Spoiler General Xenophile General Xenophobe General Egalitarian General Authoritarian General Materialist General Spiritualist General Pacifist General Militarist Xenophile + Egalitarian Xenophile + Authoritarian Xenophile + Materialist Xenophile + Spiritualist Xenophile + Pacifist Xenophile + Militarist Xenophobe + Egalitarian Xenophobe + Authoritarian Xenophobe + Materialist Xenophobe + Spiritualist Xenophobe + Pacifist Xenophobe + Militarist Egalitarian + Materialist Egalitarian + Spiritualist Egalitarian + Pacifist Egalitarian + Militarist Authoritarian + Materialist Authoritarian + Spiritualist Authoritarian + Pacifist Authoritarian + Militarist Materialist + Pacifist Materialist + Militarist Spiritualist + Pacifist Spiritualist + Militarist
Raana Posted September 18, 2018 Author Posted September 18, 2018 Also, since I know a couple people have voiced an interest in what I've been working on. Here's a bit of an overview of my mod's progress so far: Spoiler Core Mod (Includes primary coding and localization that all other add-ons tie into) Framework : 80% Complete Completion progresses as other mod aspects finish (mostly localization at this point). Policies : 30% Complete Localization Complete Empire Policy Framework Complete: To Add: Modifiers and AI weights. To Add: Policy Events Edicts : 90% Complete Planetary Edicts Complete To Add: Civic AI Weight Influences. Civics : 10% Complete Core Civics Complete Localization WIP To Add: Ethos-Themed Civics Governments : Haven't Started Special Note: Don't mess with Machine governments. They break easily. Name Lists : 30% Complete Species Add-On (Includes animated species portraits and cities) Portraits : 5% Complete Sketches 50% Complete (Redoing because I ran into problems with the previous designs) To Add: City Scapes Traits Add-On (Includes species traits and related events) Traits : 80% Complete Main Traits Complete Localization 90% Complete Functionality Events Complete: Bio-Compatible reproduction Annual Reproduction Incubative Reproduction Synthetic Reproduction Prolific Impotent Barren To Add: Functionality Events for the following: Endowments (Massive, Ample, Average (no trait), Meager, Minute) Alluring Insatiable Sexually Repressed Domineering Masochistic Mind Broken Events Add-On (Includes spatial and planetary anomaly events) Open Space : Haven't Started Planetary : Haven't Started (Will probably wait until the planetary overhaul patch drops to start these) Empires Add-On (Includes a list of lewd, premade empires) Empires : Haven't Started Brainstorming Need to finish all previous mod packs first so I have things to give them. Star Systems: Haven't Started I'm keeping some of the features in separate add-ons for the time being. Both to make testing easier and because it gives a choice on what parts to play with or not. The species portraits will probably remain separate no matter what. Since that mod will likely be a bit bigger in size just from the images. There will probably be a little overlap with some of the other already existing mods' features, but that's somewhat unavoidable. Since my goal with this mod is to synergize a lot of themes together to hopefully add a lot of interesting variety into what can potentially happen during a game in the process. 2
justhere2look Posted October 12, 2018 Posted October 12, 2018 On 9/18/2018 at 7:32 AM, Raana said: Also, since I know a couple people have voiced an interest in what I've been working on. Here's a bit of an overview of my mod's progress so far: Reveal hidden contents Core Mod (Includes primary coding and localization that all other add-ons tie into) Framework : 80% Complete Completion progresses as other mod aspects finish (mostly localization at this point). Policies : 30% Complete Localization Complete Empire Policy Framework Complete: To Add: Modifiers and AI weights. To Add: Policy Events Edicts : 90% Complete Planetary Edicts Complete To Add: Civic AI Weight Influences. Civics : 10% Complete Core Civics Complete Localization WIP To Add: Ethos-Themed Civics Governments : Haven't Started Special Note: Don't mess with Machine governments. They break easily. Name Lists : 30% Complete Species Add-On (Includes animated species portraits and cities) Portraits : 5% Complete Sketches 50% Complete (Redoing because I ran into problems with the previous designs) To Add: City Scapes Traits Add-On (Includes species traits and related events) Traits : 80% Complete Main Traits Complete Localization 90% Complete Functionality Events Complete: Bio-Compatible reproduction Annual Reproduction Incubative Reproduction Synthetic Reproduction Prolific Impotent Barren To Add: Functionality Events for the following: Endowments (Massive, Ample, Average (no trait), Meager, Minute) Alluring Insatiable Sexually Repressed Domineering Masochistic Mind Broken Events Add-On (Includes spatial and planetary anomaly events) Open Space : Haven't Started Planetary : Haven't Started (Will probably wait until the planetary overhaul patch drops to start these) Empires Add-On (Includes a list of lewd, premade empires) Empires : Haven't Started Brainstorming Need to finish all previous mod packs first so I have things to give them. Star Systems: Haven't Started I'm keeping some of the features in separate add-ons for the time being. Both to make testing easier and because it gives a choice on what parts to play with or not. The species portraits will probably remain separate no matter what. Since that mod will likely be a bit bigger in size just from the images. There will probably be a little overlap with some of the other already existing mods' features, but that's somewhat unavoidable. Since my goal with this mod is to synergize a lot of themes together to hopefully add a lot of interesting variety into what can potentially happen during a game in the process. I got 2 pictures that i did get permission from the artists to use in a stellaris mod. they are both anthro ponies. Do you want me to message or link them?
Raana Posted October 12, 2018 Author Posted October 12, 2018 11 hours ago, justhere2look said: I got 2 pictures that i did get permission from the artists to use in a stellaris mod. they are both anthro ponies. Do you want me to message or link them? I could probably use them as inspirations or placeholders depending on what they are. Though eventually, once everything in the mod is working properly, I do plan on gradually replacing all of the event artwork with images I make myself. 1
justhere2look Posted October 12, 2018 Posted October 12, 2018 5 hours ago, Raana said: I could probably use them as inspirations or placeholders depending on what they are. Though eventually, once everything in the mod is working properly, I do plan on gradually replacing all of the event artwork with images I make myself. https://derpibooru.org/759551?q=artist%3Aswedishsnus%2C+pool https://derpibooru.org/1125667?q=oc%3Avenus+spring%2C+anthro here they are.
Raestloz Posted November 13, 2018 Posted November 13, 2018 Is it possible to add new types of citizenship and slavery? I tried adding new entry in species_rights.txt but all it does is make the species go bonkers: all rights are gone and habitability goes to 0
Raana Posted November 14, 2018 Author Posted November 14, 2018 I'm not sure about citizenships, but I think a lot of the slavery functions are currently hard-coded. I've tried editing new types before but haven't been able to find all of the flags that make the existing ones work. If we're lucky the economic update, with the additions of an actual slave market, will make their functions fully moddable. Like some of the other things currently hard-coded that will be moddable.
Raana Posted November 19, 2018 Author Posted November 19, 2018 Just watched a video earlier today about the upcoming slave market in the expansion, and it looks like the new planetary jobs that pops can work are accounted for in the system. I think those jobs are going to be moddable too so creating custom slave types will be doable on at least some level.
ErikModi Posted November 30, 2018 Posted November 30, 2018 Is there an easy way to make this: Compatible with this: https://steamcommunity.com/sharedfiles/filedetails/?id=899313553 Loading both mods at the same time works fairly well, but you miss a few options.
lockeslylcrit Posted December 1, 2018 Posted December 1, 2018 A big thank you to @Ashal for pinning this thread for the benefit of Stellaris modders
Neo5niper Posted December 6, 2018 Posted December 6, 2018 On 11/30/2018 at 5:27 AM, ErikModi said: Is there an easy way to make this: Compatible with this: https://steamcommunity.com/sharedfiles/filedetails/?id=899313553 Loading both mods at the same time works fairly well, but you miss a few options. I was looking at the files and the only real way that I can see is a compatibility patch or merging them. It's pretty straight forward but a bit tedious.
HuntressLilith Posted December 6, 2018 Posted December 6, 2018 On 11/18/2018 at 4:46 PM, Raana said: Just watched a video earlier today about the upcoming slave market in the expansion, and it looks like the new planetary jobs that pops can work are accounted for in the system. I think those jobs are going to be moddable too so creating custom slave types will be doable on at least some level. Yep the patch notes, which are out now, appear to include somethings with the new jobs and adjustments to the old stuff to account for the new system.https://steamcommunity.com/games/281990/announcements/detail/1718583366155049956
Peruse Posted December 7, 2018 Posted December 7, 2018 Do any mods here need to be updated for the new patch?
ErikModi Posted December 7, 2018 Posted December 7, 2018 All of them, I'm pretty sure. I know at least my game wouldn't run right (of half the time, at all) until I disabled all mods.
SexDwarf2250 Posted December 7, 2018 Posted December 7, 2018 Yes, the only one I had from here that didn't CTD me right away was B&B.
Raana Posted December 8, 2018 Author Posted December 8, 2018 Pretty sure all mods will need to be updated in some way or other. Been looking through the coding just for my more Workshop friendly mods, and half the stuff still works while the other half is broke as heck. Speaking of, I needed to look up which modifiers still work, were changed, or are newly added for one. So here's a list of the modifiers I am currently aware of that are currently functioning in game for the other modders on here. I have a few more to look into to see if they still work so I'll update this if there are any more that do. Spoiler ### COUNTRY OR GENERALIZED #### Uncategorized # terraforming_cost_mult terraform_speed_mult megastructure_build_speed_mult edicts_cost_mult edict_length_mult max_rivalries defensive_war_influence_gain_add force_disparity_fire_rate_mult empire_size_penalty_mult colony_start_num_pops_add country_pop_enslaved_mult # Percentage of Pops forced into slavery. country_election_influence_cost_mult country_ship_upgrade_cost_mult country_naval_cap_mult country_command_limit_add country_starbase_capacity_add starbase_outpost_cost_mult country_starbase_influence_cost_mult country_claim_influence_cost_mult country_admin_cap_add # Resource Production # country_energy_produces_mult country_minerals_produces_mult country_food_produces_mult country_unity_produces_mult country_influence_produces_mult country_base_influence_produces_add country_resource_max_add station_gatherers_produces_mult # Orbital Resource Platforms station_gatherers_cost_mult # Orbital Resource Platforms # Diplomacy & Trade # country_trust_growth country_trust_cap_add country_trade_attractiveness country_border_friction_mult country_trade_fee trade_value_mult diplomacy_upkeep_mult country_subject_acceptance_add country_subject_power_penalty_mult country_vassal_naval_capacity_contribution_mult country_subject_technology_sharing_mult country_integration_cooldown_mult subject_tribute_mult subject_integration_influence_cost_mult country_subject_trust_cap_add country_war_exhaustion_mult # Corporate # empire_size_branch_office_mult branch_office_value_mult # Pop Modding # BIOLOGICAL_species_trait_points_add MACHINE_species_trait_points_add ROBOT_species_trait_points_add modify_species_cost_mult # Leaders # leader_age leaders_cost_mult leaders_upkeep_mult country_leader_pool_size species_leader_exp_gain leader_skill_levels ruler_skill_levels governor_skill_levels scientist_skill_levels admiral_skill_levels general_skill_levels ### RESEARCH #### General # num_tech_alternatives_add all_technology_research_speed country_physics_tech_research_speed country_society_tech_research_speed country_engineering_tech_research_speed # Specific Categories # category_materials_research_speed_mult category_propulsion_research_speed_mult category_voidcraft_research_speed_mult category_industry_research_speed_mult category_field_manipulation_research_speed_mult category_particles_research_speed_mult category_computing_research_speed_mult category_new_worlds_research_speed_mult category_statecraft_research_speed_mult category_biology_research_speed_mult category_military_theory_research_speed_mult category_psionics_research_speed_mult ### PLANETS #### General # deposit_blockers_cost_mult planet_clear_blocker_time_mult planet_buildings_cost_mult planet_building_build_speed_mult planet_districts_cost_mult planet_structures_cost_mult planet_structures_upkeep_mult planet_building_build_speed_mult planet_orbital_bombardment_damage planet_army_build_speed_mult planet_colony_development_speed_mult planet_housing_add planet_amenities_add # Planetary Pops # planet_immigration_pull_mult planet_pops_consumer_goods_upkeep_mult planet_stability_add planet_crime_add planet_crime_no_happiness_add planet_pops_robotics_upkeep_mult planet_pop_assembly_mult planet_pop_assemblers_upkeep_mult # Corporate # planet_branch_offices_cost_mult ### POPS #### General # pop_happiness pop_citizen_happiness pop_cat_worker_happiness pop_cat_slave_happiness pop_cat_slave_political_power pop_growth_speed pop_growth_from_immigration pop_resettlement_cost_mult pop_factions_produces_mult # Faction Influence pop_amenities_usage_mult pop_housing_usage_mult # Ethics Influence # pop_government_ethic_attraction pop_ethics_shift_speed_mult pop_ethic_xenophile_attraction_mult pop_ethic_xenophobe_attraction_mult pop_ethic_materialist_attraction_mult pop_ethic_spiritualist_attraction_mult pop_ethic_authoritarian_attraction_mult pop_ethic_egalitarian_attraction_mult pop_ethic_pacifist_attraction_mult pop_ethic_militarist_attraction_mult # Habitability # pop_environment_tolerance pc_desert_habitability pc_arid_habitability pc_savannah_habitability pc_tropical_habitability pc_continental_habitability pc_tundra_habitability pc_arctic_habitability pc_ocean_habitability pc_alpine_habitability pc_ai_habitability pc_nuked_habitability pc_gaia_habitability pc_ringworld_habitable_habitability pc_habitat_habitability pc_machine_habitability ### JOB PRODUCTION #### General # planet_jobs_produces_mult planet_jobs_worker_produces_mult planet_jobs_specialist_produces_mult planet_jobs_simple_drone_produces_mult planet_jobs_complex_drone_produces_mult planet_jobs_slave_produces_mult planet_jobs_robotic_produces_mult # Resource Specific # planet_jobs_minerals_produces_mult planet_jobs_energy_produces_mult planet_jobs_food_produces_mult planet_jobs_unity_produces_mult planet_jobs_physics_research_produces_mult planet_jobs_society_research_produces_mult planet_jobs_engineering_research_produces_mult # Job Specific # planet_farmers_food_produces_mult planet_miners_minerals_produces_add planet_technician_energy_produces_mult planet_metallurgists_produces_mult planet_artisans_produces_mult planet_researchers_produces_mult planet_refiners_produces_mult planet_translucers_produces_mult planet_chemists_produces_mult ### SHIPS #### General # ships_upkeep_mult ship_speed_mult ship_evasion_mult ship_shield_add ship_shield_mult ship_shield_regen_add_perc ship_armor_add ship_armor_mult ship_armor_regen_add_perc ship_hull_add ship_hull_mult ship_hull_regen_add_perc ship_accuracy_add ship_accuracy_mult ship_tracking_add ship_tracking_mult ship_windup_mult # FTL Charge Up Time ship_winddown_mult # FTL Wind Down Time ship_emergency_ftl_mult # Damage Taken After Emergency FTL ship_emergency_ftl_min_days_mult # Emergency FTL Min Charge Up Time ship_disengage_chance_reduction ship_disengage_chance_mult ship_weapon_range_mult ship_fire_rate_mult ship_home_territory_fire_rate_mult ship_weapon_damage ship_sensor_range_add ship_hyperlane_range_add # Specific Damage # weapon_type_energy_weapon_damage_mult weapon_type_kinetic_weapon_damage_mult weapon_type_explosive_weapon_damage_mult ship_armor_reduction ship_armor_damage_mult ship_armor_penetration_mult ship_shield_reduction ship_shield_damage_mult ship_shield_penetration_mult damage_vs_country_type_swarm_mult damage_vs_country_type_extradimensional_mult damage_vs_country_type_extradimensional_2_mult damage_vs_country_type_extradimensional_3_mult damage_vs_country_type_ai_empire_mult damage_vs_country_type_gray_goo_mult damage_vs_country_type_fallen_empire_mult damage_vs_country_type_awakened_fallen_empire_mult damage_vs_country_type_gate_builders_mult # Science Ships # ship_anomaly_generation_chance_mult ship_anomaly_research_speed_mult science_ship_survey_speed # Specific Ship Size Costs # ship_corvette_cost_mult ship_destroyer_cost_mult ship_cruiser_cost_mult ship_battleship_cost_mult ship_science_cost_mult ship_colonizer_cost_mult shipsize_colonizer_build_speed_mult ### STARBASES ### shipclass_starbase_damage_mult shipclass_starbase_hull_mult shipclass_military_station_build_cost_mult shipclass_military_station_damage_mult shipclass_military_station_hull_mult starbase_shipyard_build_cost_mult starbase_shipyard_build_speed_mult starbase_modules_cost_mult starbase_upgrade_cost_mult starbase_upgrade_speed_mult starbase_defensive_war_ship_build_speed_mult shipsize_military_station_small_build_speed_mult # Defense Platforms starbase_defense_platform_capacity_add = 5 ### ARMIES ### armies_cost_mult armies_upkeep_mult army_starting_experience_add army_experience_gain_mult army_health army_damage_mult army_morale army_attack_health_mult army_attack_damage_mult army_attack_morale_mult army_defense_health_mult army_defense_damage_mult army_defense_morale_mult army_morale_damage_mult army_disengage_chance_mult army_collateral_damage_mult Edit: Made a few more additions of modifiers I found that worked. Mostly empire-wide, ship or army ones.
katfun Posted December 9, 2018 Posted December 9, 2018 I booted up the new expansion unmodded and just found out that any degree of Xenophila and Slavery became exclusive. Slavery is still allowed in the Policies menu, but impossible to execute through the Species menu. This is quite disappointing, considering this hasn't been a problem before. Is there an easy way to fix it? 1
ErikModi Posted December 9, 2018 Posted December 9, 2018 One thing that's kicking my butt in the new expansion is Amenities. It's really hard to keep your happiness up, and some planets just seem to scream through available Amenities way too fast. It would be cool if, in revisions to some of the adult mods here, there was a way to implement certain kinds of pops (like, say sex slaves) producing Amenities or reducing the number of Amenities consumed in some way. Nice bonus for a vicious slaver empire
Raana Posted December 9, 2018 Author Posted December 9, 2018 4 hours ago, katfun said: I booted up the new expansion unmodded and just found out that any degree of Xenophila and Slavery became exclusive. Slavery is still allowed in the Policies menu, but impossible to execute through the Species menu. This is quite disappointing, considering this hasn't been a problem before. Is there an easy way to fix it? Not sure how to fix it, but Xenophiles not enslaving other species kind of makes sense. Are you any degree of Authoritarian at all? Because I think authoritarian slavery is less picky about who's enslaved. I think the split between policies and species rights was done to account for sapient machine enslavement being treated as separate from organic slavery. That or it's just a side effect of unlocking some of the hard coded stuff for modding. 3 hours ago, ErikModi said: One thing that's kicking my butt in the new expansion is Amenities. It's really hard to keep your happiness up, and some planets just seem to scream through available Amenities way too fast. It would be cool if, in revisions to some of the adult mods here, there was a way to implement certain kinds of pops (like, say sex slaves) producing Amenities or reducing the number of Amenities consumed in some way. Nice bonus for a vicious slaver empire I actually maintained a surplus of amenities in my early game, probably because I built a holo-theater which produced a lot of them, but it was consumer goods and alloy income that I was getting my butt kicked on. Meanwhile, unlike the previous game version, I found myself with more minerals than I think I could ever realistically spend. I feel sorry for anyone who gets screwed by the RNG and gets solar system orbital spawns with little to no volatile motes or exotic gasses.
ErikModi Posted December 9, 2018 Posted December 9, 2018 4 hours ago, Raana said: I feel sorry for anyone who gets screwed by the RNG and gets solar system orbital spawns with little to no volatile motes or exotic gasses. That's been me every game, so far.
katfun Posted December 10, 2018 Posted December 10, 2018 8 hours ago, Raana said: Not sure how to fix it, but Xenophiles not enslaving other species kind of makes sense. Are you any degree of Authoritarian at all? Because I think authoritarian slavery is less picky about who's enslaved. Yup, I started as a [Fanatic Authoritarian], the species in question was added with [Syncretic Evolution], so they are arguably Xenos to begin with. The whole slavery mechanic seems to be completely reworked, it is no longer possible to enslave your prime species, only what the game description calls "aliens". This downright belongs in the [Xenophobe] tree, not only does it ruin the RP possibilities of being a friendly xenophile slaver, it makes authoritarian empires way less interesting since you can't even enslave your own people. I'd agree that Xenophiles wouldn't bee too happy about enslaving Xenos, but this is something that should affect [Faction Happiness], not being outright impossible, this belongs to the [Egalitarian] domain. None of this has been an issue before, but now the lines between [Authoritarian/Xenophobe] and [Egalitarian/Xenophile] have been blurred, which is a shame, since all sorts of crazy ethics combinations were one of the biggest appeals of this game.
Raana Posted December 10, 2018 Author Posted December 10, 2018 Hm... I think I may know a workaround. Would probably be pretty easy to do with a mod too, and yeah I think it's related to some of the slavery changes. Was playing around with different ethos and civic combinations and learned the following things: Xenophiles can't enslave entire species period. Both Authoritarians and Xenophobes can. It -is- possible to enslave your primary species, but you have to take the Slaver Guilds civic to do so, and it's only 40% of the population. Syncretic Evolution is mutually exclusive with Slaver Guilds for some dumb reason. The workaround is to make a custom civic that functions like either Syncretic Evolution or Slaver Guilds (or a custom alternative for both). That way you can bypass the exclusive restriction of the vanilla counterparts and enslave both pops on your world. Xenophile being a hard restriction on enslaving the entire species may be another matter, but the "country_pop_enslaved_mult" modifier used in Slaver Guilds may at least bypass it partially (in theory). Though whatever % it's set to will apply to -all- species I believe. Edit: Heck with it, I'm gonna build an adjustment mod when I get home from work today. Since this broke one of my preferred play styles as well.
ErikModi Posted December 10, 2018 Posted December 10, 2018 Make Space Sexy Again added "Sadomasochistic Evolution," basically Syncretic Evolution but with a race that was enslaved by your own. If/when that mod gets updated for the new edition, should solve a bulk of this problem.
Raana Posted December 11, 2018 Author Posted December 11, 2018 Partly anyway, but not so much for anyone who would prefer the vanilla version of the civic for thematic reasons or otherwise. Speaking of, for anyone interested in having a "fixed" alternative: Syncretic Slavery Strata
darkspleen Posted December 11, 2018 Posted December 11, 2018 7 hours ago, ErikModi said: Make Space Sexy Again added "Sadomasochistic Evolution," basically Syncretic Evolution but with a race that was enslaved by your own. If/when that mod gets updated for the new edition, should solve a bulk of this problem. I AM working on it. Its just.... good god there's a lot more things to fix then I was initially expecting. And life has me quite busy. My hope is to have an updated version up on Monday. We'll see if I can actually make it happen or not, but that is my goal at this point in time.
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