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!! CGM:Buildings - More Civics in Ethics and Civics Rebuild compatibility patch
   
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Apr 26, 2018 @ 4:42pm
Dec 4, 2018 @ 10:22am
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!! CGM:Buildings - More Civics in Ethics and Civics Rebuild compatibility patch

Description
This is a compatibility patch between Core Game Mechanics: Buildings and my mod More Civics in Ethics and Civics Rebuild.

******This patch is NOT compatible with my new mod More Civics in Ethics and Civics Rebuild - No Traditions. This only works with the tradition version called More Civics in Ethics and Civics Rebuild. Please do not use this mod with my new mod. The mod for the traditionless version of More Civics in Ethics and Civics Rebuild can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1422424503

******This patch has been updated using ExNihil's compatibility patch for Petruxa's original Ethic and Civics Rebuild mod as a base. So the weights and scripting AI for the CGM: Buildings mod have been applied to allow his AI building tweaks to work with the my mod. He was kind enough to allow me to do this so my mod, based on Petruxa's mod, can work fully with the CGM: Buildings mod.

Core Game Mechanics: Buildings by ExNihil, Dumuzii, and Gratak
https://steamcommunity.com/sharedfiles/filedetails/?id=1365485813

More Civics in Ethics and Civics Rebuild by NewAgeKid52
https://steamcommunity.com/sharedfiles/filedetails/?id=1329351538

This patch allows the buildings that are from my mod, which is based off of Petruxa's Ethics and Civics Rebuild mod, to be built by the advanced building AI from the Core Game Mechanics: Buildings mod. So you will see buildings from this spin-off of Petruxa's mod such as Thermal Boreholes and Luxury Resorts being built by the AI when all the requirements are met.

It also allows some of the civics which I made for this mod such as Distributism to affect the cost of constructing certain buildings both the new ones added by CGM: Buildings and vanilla ones. I had to make some changes to my civics that will slightly differ from my original More Civics mod due to there being a new building tag for certain resource buildings, rather than the vanilla building tags for mining networks and hydroponic farms.

This mod overwrites these files from my original mod in order to be compatible with CGM: Buildings:
00_buildings.txt
ethic_rebuild_buildings.txt
00_civics.txt
ethic_rebuild_l_english_1.6.yml

I had to rename the Bio-Fuel Refinery from Petruxa's mod to Bio-Fuel Complex, in order to distinguish it from the Bio-Fuel Refinery that is included as new buildings in CGM: Buildings.

This currently works with my More Civics and Ethics Rebuild mod. Compatibility with Petruxa's original Cultural overhaul mod which my mod is based off of is not guaranteed. ThugQueen69's version of Petruxa's Cultural Overhaul is also not guaranteed at this time. Playing with this compatibility patch with Petruxa's original mod or ThugQueen69's mod is not recommended since this mod had to change some things.
21 Comments
Grey.Vice Jul 8, 2018 @ 1:43am 
Oh well it works now. It means it was not working as it should have before, then. I usually rush prosperity tradition first so I always had the tradition for the borehole before the mining tech. Seems Stellaris has brainfarts sometimes. Thanks anyway :)
NewAgeKid52  [author] Jul 7, 2018 @ 7:48pm 
@Gray.Vice
Do you have "tech_mining_network_4"? You need to have the higher level mining technology before you can build a Thermal Borehole. Try it with console command "research_technology tech_mining_network_4" and see if it works.
Grey.Vice Jul 7, 2018 @ 7:22am 
Hi,
I have a strange bug here : I can build the Food Bazar (appears in grey on non rich food deposit and is buildable if the ressource requirement is met), while the thermal borehole does not appears at all (on rich energy tiles nor on other tiles). I did not changed my mod library recently, this bugs occurs for new games too
SM47 Jul 2, 2018 @ 10:47am 
well done for going the extra mile and creating this compatibility patch.
NewAgeKid52  [author] Jun 25, 2018 @ 11:27am 
I just created a new compatibility patch between CGM: Buildings and the traditionless version of my More Civics mod. You can look at it here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1422424503
NewAgeKid52  [author] Jun 25, 2018 @ 9:27am 
A heads up to everyone. This version of the patch is NOT compatible with my new mod "More Civics in Ethics and Civics Rebuild - No Traditions". This patch is only compatible with my old mod that has traditions. I will try to create a new patch for my traditionless version of my mod when I am able to.
NewAgeKid52  [author] Jun 20, 2018 @ 5:46am 
@kuldebar
This patch is specifically for my More Civics in Ethics and Civics Rebuild. The one from ExNihil is specifically for Petruxa's Cultural Overhaul. My mod, More Civics in Ethics and Civics Rebuild, is based on Petruxa's Cultural Overhaul but it is a different mod altogether. You can download this patch if you have my mod. Or you can download ExNihils if you have Petruxa's mod.
elvathelion Jun 20, 2018 @ 4:35am 
ExNihil's Workshop has same patch? It's a bit confusing - it does the same thing - I think

!!(Patch) Core Game Mechanics and Cultural Overhaul
Zoidberg Jesus Jun 8, 2018 @ 10:28pm 
Having a strange issue where I cannot build a Symbol of Purity when using both mods on my Fan. Spirit/Fan Eco/ Ega. Perhaps the game is getting confused because Purity is available to all builds and not just Inner perfection/ genocide ones?
NewAgeKid52  [author] May 28, 2018 @ 6:51am 
@Silver
That's odd. I am looking right now and the mining complex is still there. I can build it and the AI builds it too. Not sure whats happening. Maybe a mod conflict?