Stellaris

Stellaris

Government Variety Pack
464 条留言
Misterwheatley 10 月 19 日 上午 12:29 
Any plans to adjust or add new government names for the advanced authorities
LittleRaskol  [作者] 9 月 23 日 下午 3:59 
That said, I am starting to think enough things have been changed that a 4.0 version might be helpful. No idea when I'll have time to do it.
LittleRaskol  [作者] 9 月 23 日 下午 3:54 
There's no reason for that to happen, and I can't replicate it.
Remulus 9 月 23 日 上午 3:42 
Hey, Im rolled back on 4.0.23 (version before the DLC) and the civics and all are gone - is this just how it is?
LittleRaskol  [作者] 9 月 22 日 下午 5:27 
Updated. I don't believe changes should break 4.0 saves.
LittleRaskol  [作者] 9 月 7 日 下午 5:20 
Should be fixed, not 100% sure it will work on a game in progress though
LittleRaskol  [作者] 9 月 6 日 下午 7:29 
That's less a bug than... I never designed them to respond to commercial pacts, lol. Well I'll see what I can do. The building doesn't swap though, really, it just changes what bonuses are given based on whether you have Criminal Heritage. Maybe I can include a check for a pact.
Smooze 9 月 6 日 上午 2:47 
Hey, so, not 100% sure, but pretty sure that Labor Peace and Criminal Heritage have a bug.
Labor Peace and/or the Labor Management building, weren't switching to the lawful version when I had a commercial pact with the target empire.
OddTomato 9 月 2 日 上午 9:14 
Why are the civics so blurry?
LittleRaskol  [作者] 8 月 30 日 上午 5:26 
I don't know what influences selection of election candidates. Government definitions used to set weights for different possibilities, but that was changed a few game versions ago. Noble Republic is not an exception to this, nothing in its definition influences election candidates as far as I can tell.
JarrenBlake 8 月 27 日 下午 6:20 
Interesting, has never been an issue on my other playthroughs. The ruler would not be at the top, but they would typically be in top 4.
Ghost Fox (ΘΔ) 8 月 26 日 下午 11:16 
Oligarchy doesn't allow re-election by default. Presumably it does if there are literally no other candidates, but....
JarrenBlake 8 月 26 日 下午 9:43 
So my current play through is as a Noble Republic (Oligarchy). My current ruler is being weighted so low that they do not appear on the reelection list at all. As a test I started killing leaders to see if they would show. Had to kill all four initial contenders before they forced popped. Never happened before to me. Is there something in the gov type or the mod that reduces weight for the current ruler?
Proleta 7 月 31 日 下午 11:30 
Thank you for your nice mod. However, I found that the "Colonial Fiefs" civic doesn't seem to be working well in this version. When a colonial subject appears, it immediately disappears :(
Kedi 7 月 31 日 上午 6:45 
Uh, where did academic privilege go?
Anton Rabe 7 月 28 日 上午 8:47 
Thanks you for nerf and thanks you for your mod:steamthumbsup:
LittleRaskol  [作者] 7 月 28 日 上午 4:17 
Interesting observation - I started them with the same weighting as Common Ground, but now, with this mod and the base Common Ground and Hegemony starts, they probably pop up too much.
Anton Rabe 7 月 27 日 下午 11:49 
Can change of spawn origins like Convened by Providence a bit lover? So many fed from the start
LittleRaskol  [作者] 7 月 27 日 下午 12:13 
Welp as it turns out "Automated Workforce" seems *very* strongly tied to a specific district. Sometimes you can apply a modifier for a specific context (like, for a planet) at a higher level (empire-wide) and it will be applied to all context in the higher level (all planets in the empire). planet_pop_assembly_mult will work this way, but district_automated_workforce will not! Back to the drawing board...
kerrigan1603 7 月 26 日 下午 2:01 
Okay thank you
LittleRaskol  [作者] 7 月 22 日 下午 4:51 
There's also no localization/random name key called "lrsk_dic_pur_descbron" but if anyone is seeing broken random names, if you can be specific about exactly how they show up in the game that would let me figure out what is going on (hopefully)
LittleRaskol  [作者] 7 月 20 日 上午 7:31 
I'll get around to this stuff yall, new job is just kicking my butt in terms of free time.

Utopian Socialism & Utopian Despotism don't show up because I removed the civic Automated Indolence, as I had no interesting ideas for it. Now that "automated workforce" is a thing, though, I think it can go back in a meaningful form.
kerrigan1603 6 月 18 日 下午 1:01 
Okay so the Ruling Class mod has been updated again so here’s the link below
Ruling Class Reborn
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3502383069
kerrigan1603 6 月 17 日 下午 3:30 
By the way, I’ve looked at your airtable government list & I noticed that Utopian Socialism & Utopian Despotism are not there? Have they been removed & if so, why?
kerrigan1603 6 月 15 日 下午 1:55 
By the way, here’s the updated patch for Bug Branch+Ruling Class Update+Government Variety Pack below
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3497503269&searchtext=

And yes the Ruling Class mod has once again been updated in the link below
Ruling Class: Unoffical Update
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3497464529&searchtext=
alankraskow 6 月 13 日 下午 6:55 
There seem to be quite few localisation issues, mainly with empire names. They spawn some broken localisations. Like lrsk_dic_pur_descbron for example.
LittleRaskol  [作者] 6 月 9 日 上午 10:47 
The localizations should now reflect what's going on under the hood, but lmk if you spot any more incongruities.
REDbeard 6 月 7 日 下午 7:20 
Noice
LittleRaskol  [作者] 6 月 7 日 上午 7:03 
The descriptions are not accurate and need to be updated but the amounts are updated on the backend. So if it says +1 job, it's really like +100.

Jobs per pop have not changed but don't actually need to: A ratio of 1 job per 20 pops is the same whether it's applied to 40 pops or 4000, and will give wither 2 jobs or 200, so the amount given ends up "as expected."
Ghost Fox (ΘΔ) 6 月 6 日 下午 7:15 
@REDbeard: And yet the ratios haven't changed, so the only difference is whether the jobs accumulate individually or in blocks of 100.
REDbeard 6 月 6 日 下午 6:02 
Are the job spawning civics updated for 4.0? Last I checked the descriptions on the civics are still showing the job numbers of the old system.
PapaKaesar 5 月 16 日 上午 9:29 
no compatibility patch with Ethics & Civics: Bug Branch?
Auspician 5 月 7 日 下午 5:31 
Amazing that you pushed out an update so quickly, thank you! It looks like neither of the Bug Branch patches are being actively worked on; is anyone planning to take up the patch? Bug Branch is essential for me, but GVP is a close second, so I hate to play without it.
RedRapture 5 月 6 日 下午 6:22 
Has anyone else had problems with the AI not expanding?
LittleRaskol  [作者] 5 月 5 日 上午 11:13 
Can't reproduce. Try unsubscribing and then resubscribing?
Dr. Quackers M.D. 5 月 5 日 上午 11:05 
still say 3.14 in launcher
LittleRaskol  [作者] 5 月 5 日 上午 9:15 
Updated for 4.0. As the description says, this is big... I've made sure that it doesn't throw and errors on load, and done some sanity checking of everything that touches pops, but have not had time (nor do I expect to have time) for a detailed test of everything that was changed.
LittleRaskol  [作者] 4 月 27 日 上午 11:04 
It's been a minute, but I just pushed an update that I hope should cut down on annoying BS in the federation starts.
ᛝ The Hearth ᛝ 4 月 24 日 上午 10:16 
Okay am I stupid but none of these appear, is it because of the UI overhaul?
RedShocktrooper 2 月 4 日 下午 4:55 
Suggestion: Similar to how Worker Cooperative is to Megacorps what Shared Burdens is to regular empires, a civic that is the counterpart of Oppressive Autocracy for Megacorps. Possibly extending as far as changing the Corporate election from "once every 20 years" to "On Ruler Death".
LittleRaskol  [作者] 1 月 29 日 上午 7:28 
The civic itself doesn't require any tradition tree to be finished, only its councilor should.
Proleta 1 月 29 日 上午 12:59 
In my game the civic Colonial Fiefs works without Expansion tradition tree completed.Is the description wrong?
LittleRaskol  [作者] 1 月 23 日 上午 3:06 
I'm honestly surprised that it *isn't* incompatible with Shared Burdens, so now I have to think about why I didn't make it so.
RedShocktrooper 1 月 22 日 下午 6:31 
Suggestion: Institutionalized Collectivism should be mutually exclusive with Shared Burdens much like Worker's Councils is.

Shared Burdens represents the communist utopian ideal, while Institutionalized Collectivism represents various other socialisms from Nordic social democracy, to German Kriegsozialismus, to Stalinist industrialism and Maoist Agrarianism and Cybersyn. As a possible balance concession, perhaps adjust Shared Burdens to also grant a (lesser) version of IC's Specialist and Worker Output modifiers
TheFirstPaige 2024 年 12 月 18 日 上午 5:58 
this might be a bit of a stretch to ask, but since a paperclip maximiser type civic has entered the game (in the form of Obsessional Directive), I don't suppose you could add Paperclip Maximiser as a government for it? flavoured something akin to the game Universal Paperclips
The Sun 2024 年 11 月 16 日 下午 5:53 
Right, neat
LittleRaskol  [作者] 2024 年 11 月 14 日 上午 3:35 
The Sun 2024 年 11 月 13 日 下午 5:37 
Will this include Council Positions for the new civics?
AmbitiousRam 2024 年 11 月 4 日 下午 1:01 
awesome, i love empire flavour