Stellaris

Stellaris

Origins Civics Beta
72 Comments
Открывашка Oct 30, 2020 @ 12:19pm 
Sooo....
It's dead?
TurtleShroom Apr 22, 2020 @ 4:57pm 
OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

Are you reviving this Mod?!
tilarium Feb 3, 2020 @ 8:50am 
@Discoll Thanks. I had remembered about this when I built my mod list and took it out. Apparently now if you verify the game files it also does mod files and it fixed the .zip file. I did the verify on the 1st after getting home from work and after pulling my hair out trying to figure out what happened I started going through my mods one at a time and got to this one. Very annoying.
Roble Sep 19, 2019 @ 5:02am 
I'll paste this here too, just to have it in both places.

The crash at 90% is either happening because or causing itself a memory freeze too, just mentioning it in case it helps.

Also, doing some basic debugging I've narrowed the issue to the file "oo99_shared_mod_global_flag_scripted_triggers.txt" located in the folder "workshop/content/281990/1294720127/originscivics.zip/common/scripted_triggers"

It's a file that apparently checks for wether other mods are activated, I assume for compatibility. Eliminating the file solves the 90% issue.

To take it out you need to find the .zip archive, decompress it, eliminate the file, and compress it again.

Otherwise the mod seems to work well, with the exception of nuclear vault, which doesn't spawn the vault itself.
Atlas the Hoss Jun 27, 2019 @ 6:30pm 
I had the same result as Dr.Nilssom, the game would load up like normal and then between 89-90% load, it would crash.I just removed this mod and it works perfectly now.
Dr Nilsson 🖖 Jun 13, 2019 @ 5:30am 
Makes my pc freeze on 90% on the first loading screen. Same with the non beta version.
Quis Machina Jun 4, 2019 @ 1:11pm 
I was wondering for 2.3 with the addition of relic worlds and archaeology sites would it be possible to add a civic where you start on a relic world or on a world with an archaeology site already excavated essentially like you arnt the first species to arise on your planet? Maybe the bonuses could be like starts with bonus minor artifacts and a increased excavation rate or something like that.
Stahlseele Jun 2, 2019 @ 4:47am 
With the 2.3 rebalancing, Voidborne would become a viable choice again.
Still not sure, wether or not the AI is actually capable of making use of it.
According to ASpec on his June 2nd Livestream on Youtube, it should.
cariari Apr 21, 2019 @ 2:15pm 
What happened with the lost colony? T_T my favorite to play as humans.
JVMMs Apr 15, 2019 @ 12:05pm 
Please add Voidborn again ;-;
Archemyre Apr 6, 2019 @ 10:41am 
The later event chain is very well done as well, I have to say!
Archemyre Apr 6, 2019 @ 10:27am 
Sorry about taking so long there! I've done a run with Eternal Leader now and it seems to be pretty good, but has a few flaws. Mayhaps a bit too difficult for said eternal leader to die off: I had to kill them with a command to see what happens when they die because I never got unlucky. (In fact, the chances for them to exhaust themselves went from 3% back to 1%?) Additionally, the tooltip for the "We should forge our own path" choice after their death is broken.
labgnome Mar 25, 2019 @ 10:57am 
I am still eagerly awaiting the lost colony civic.
Cosmo the Cosmic Cat Mar 25, 2019 @ 10:33am 
Is there any ETA on when Voidborne will return? I have a really good idea for an empire using this civic.
cbshing  [author] Mar 2, 2019 @ 7:14pm 
@Archaeon the Neverchosen, look forward to your feedback!

@FebHare, yes these are bugs. I'll fix it right away.

@Sythvipers, I have a plan for Voidborne and it involves the rework to habitat districts I included. I hope to get to work on it as soon as finish updating the Eternal Leaders, but my irl job has been consuming too much of my time. Voidborne bonuses are to gather minerals much better and have a reduced consumer good consumption. They will also have Void Habitats (a smaller, 500 alloy structure).

Sorry for the delays all. Since the beginning of the year the company I work at has been ramping up our production, so I've been putting in 60+ hr. work weeks with frequent night meetings to our sister plants and night staff. Hoping by end of Q1 I could catch a break.
ArcaneLexiRose Mar 1, 2019 @ 2:38pm 
I've always wanted to do a habitat only playthrough where the backstory is that they evacuated to space due to some disaster long before they were fully ready. They were living in a primative habitat above their dead homeworld for so long that their bodies cannot survive on a planet anymore; their immune systems have degenerated (like the quarians from mass effect) and their bones and muscles ae so weak from living in a hastily built habit withot gravity that they can't survive in gravity.

So a habitat preference trait that only let's them live on habitats and ring worlds would be cool too.
ArcaneLexiRose Mar 1, 2019 @ 2:02pm 
Have you considered adding an astro-mining (like the old building) habitat district to make a habitat only empire viable?
FebHare Feb 26, 2019 @ 6:15am 
Hello, I find the Uploaded is VERY likely to die at optimization boom. In the first year, description says in 76% the Uploaded will die.

I checked oc13_origins_civics_leader_scripted_effects.txt. In the file, "do nothing" factor at galaxy_percentage < 0.05 is commented out from 100 to 1. And "death modifier" factor at galaxy_percentage < 0.40 is commented out from 0 to 100.
I am feeling it is in debug-mode to test death event of the Uploaded.

And description of Digitally Eternal civic says $MOD_COUNTRY_ADMIN_CAP_ADD$ has +20% bonus. But in effect it is a flat +20, make 30 to 50. Eternal Leader civic has same issue. I am not sure which (+20 or +20%) is supposed bonus.
Archemyre Feb 25, 2019 @ 8:01pm 
Alrighty! I'll get started on that Rome playthrough in a few days and tell you if I get any bugs.
cbshing  [author] Feb 24, 2019 @ 7:19pm 
@All, I've updated the mod with the following:
1) Bug fix for Eternal & Digital Leader with random leader death spamming screen.
2) Several new events for Eternal & Digital Leader around the leader death chain.
3) New Civic "Clinically Eternal", which grants your leaders +500 more years, but also increases leader cost and upkeep.

Please let me know if you run into any bugs with this build. I'm hoping to add a few more events and maybe one more related civic and finally finish updating for the Eternal Leaders (and move on to Voidborne and compatching).
cbshing  [author] Feb 18, 2019 @ 6:45pm 
@All, apologies for the long absence. A lot of issues in my personal life had arose, mostly centered around work (we've gotten a lot of orders in and our facilities is ramping up production) and getting sick (after working too much). There is definitely a big bug with the Digital and Eternal Leaders, and while I think I know the root cause I have yet to test and debug it. HI hope to get it done soon.

@Quis Machina, Surprise, troopersmith1, Chosokabe...I hope to fix the issue soon.

@Linkthehobo, can you explain what issue you see?

@thelazygun2001, very soon I hope.

@Archaon the Neverchosen, I hope to not disappoint you.
Majora Feb 15, 2019 @ 7:42pm 
Yeah it randomly gives me, "death of the digitally uploaded"

Except i pickd Eternal Leader, not the digital one.

And He never died.

And it debuffs my whole empire with "eternally mourned" even though my leader is still alive. I love this mod and I hope you can fix it soon.
troopersmith1 Feb 9, 2019 @ 3:00pm 
I'm also getting the issue with the Digitally Eternal upload event spamming. Not sure if it's a conflict or an issue with this mod specifically.
Archemyre Feb 3, 2019 @ 2:49pm 
Can't wait for the Eternal Leader event chains myself, have a mega campaign running where my immortal roman emperor eventually conquered the world and I'm canonizing immortality in CK2 and EU 4 as some kinda psionic bullshit in Stellaris.
thelazygun2001 Feb 2, 2019 @ 3:43am 
Cant wait to get back to a voidborn start. My favorite.
Linkthehobo Feb 1, 2019 @ 8:50am 
Normal for digital eternal to crash every boon now?
Quis Machina Jan 30, 2019 @ 10:59am 
Just wanted to say Cbshing im also getting the upload event when i do spritualist eternal, it dosnt do anything but the pop-up does appear.
Suprise Jan 28, 2019 @ 6:16pm 
i too am being spammed ocasionally with the new leader upload event which hurts my ocd as it causes 95% stability rather than 100%.
Quis Machina Jan 28, 2019 @ 1:16am 
Im not sure if its a bug due to maybe using a new portrait mod, but i keep getting "A new leader upload" repeatdly.
cbshing  [author] Jan 25, 2019 @ 7:19pm 
@Evil1Russian, I created a new discussion section for bugs and mod compatability issues. Are you running any mods that may change your start leader or adds leader traits?
RobotWaifuForU Jan 24, 2019 @ 9:45pm 
>use Eternal Leader right now
But leader dont getting eternal trait ._.
cbshing  [author] Jan 24, 2019 @ 6:55pm 
@All, sorry for the delay. More hot code completing most of the Digitally Eternal leader death event chain. Still going through for bugs, appreciate if you find any you'd let me know. I'm aiming for updating Eternal Leader for the death events this weekend and a main mod release soon.
cbshing  [author] Jan 22, 2019 @ 5:45pm 
@Evil1Russian, you can use Eternal Leader right now and all that is left is to complete the events associated with the boon system and the leader death. I'm aiming for some update for Digitally Eternal tomorrow and Eternal Leader on Friday, with maybe a full release to the main mod on Monday if everything goes as planned.
RobotWaifuForU Jan 22, 2019 @ 9:28am 
When Eternal Leader will work?
cbshing  [author] Jan 20, 2019 @ 6:03pm 
@FebHare, thanks. I'm still haven't finished writing the events for everything so apologies. I'm hoping to get it done soon and release the Eternal Leaders update!
FebHare Jan 18, 2019 @ 8:02am 
Thank you for mechanist-civic fix. But I experienced an other bug on Digitally Eternal, "Uploaded Error" event (failed optimization edict). Event id, not apropriate text(in .yml file), show on the popped window.
It is "origins_civics_on_action_leader_events.111" in events.txt but "origins_civics_random_leader_events.111" (without "on_action") in .yml file.

And I am figuring "Eternal Exhausted" event has same problem.
cbshing  [author] Jan 16, 2019 @ 7:24pm 
@All, hot code again. I fixed the bugs with the Digitally Eternal having issues with the Xenophobic faction. Also fixed bugs with the passive boons Xarmydude2x's suggested. I also reduced the Matter Manipulation boon for the Eternal Leader to have +100 minerals & +10 alloys. I figured it takes about 12 years to fill up the base minerals storage using the boon and you miss out in getting benefits of the other boons. I'm still playing around with the exhaustion modifier tooltip too.

As a bonus I added my ideas for the habitats rework in preparation for voidborne. Habitat districts are now customizable via planetary decisions. There are 5 unlockable types plus housing, but you can only have 3 unique districts. Focusing on a particular district type also specializes the habitat. Hab districts also provide housing and now have jobs equivalent to tier2 buildings.
cbshing  [author] Jan 16, 2019 @ 6:31pm 
@Stawa, yeah that boon originally started as a mineral jobs modifier before morphing into a flat bonus. I was thinking lorewise, a powerful psyker could just make matter out of thin air, but it'd be a constant amount of material. I could scale back the alloys to +25 or +10, but I'd like to keep the minerals the same as its powerful in the beginning but less useful towards the end of the game. What do you think?
Stawa Jan 16, 2019 @ 7:05am 
Great work this is one of my fav mods. Boons need a little more polish tho. First of all +50 alloys and +100 minerals flat at the beginning of the game is a bit op ;p you should add some thresholds like it starts as +10 m +2 a and each 10 years that passed it is additional +10 m +2a.
cbshing  [author] Jan 15, 2019 @ 7:29pm 
@All, hot code; I've made an overhaul to the Eternal Boons systems for both Eternal Leader & Digitally Eternal. The Eternal Boons are now a set of edicts (and thus are impacted by edict modifiers). You can only activate one at a time. As your empire grows (galaxy percentage wise) there is a possibility of your leader gaining an exhaustion modifer every time you activate a boon, meaning you will be unable to access the boons. If your empire contains most of the galaxy you can run the risk of killing your leader when trying to use a boon.

Your digitally eternal leader will also start off as a machine. Need to see if that creates problems with Xenophobic empires/no-AI policy empires.

Still need to complete the leader death chains plus figure out a better tooltip for the risks. I also incorporated Xarmydude2x's ideas as passive boons, but still need to debug that system as well.

Thanks for your patience and look forward to your feedback!
cbshing  [author] Jan 14, 2019 @ 5:55pm 
@All, apologies for disappearing for a while. Emergency at work took up a huge portion of my time plus getting sick didn't help. I'm hoping to fix the Eternal Leader civics the way I like by end of week plus add some of the elements of the habitat rework I have planned. Look for a piece of it to come out tomorrow!

@FebHare, thanks for the bug notice. I'll fix it right away. &yes, I am also struggling with the boon system. Thanks to Xarmydude2X I have a new idea which I hope to roll out tomorrow!

@labgnome & everyone, do check out Gwen's mods! They are a lot of fun :D
forerunner398 Jan 14, 2019 @ 5:21pm 
Canot wait for voidborne!
labgnome Jan 13, 2019 @ 6:42am 
Somone else has made a mod with a version of the voidborne civic in it you might be interested in looking at.

https://steamcommunity.com/sharedfiles/filedetails/?id=1588234912
FebHare Jan 7, 2019 @ 7:18am 
And I tried eternal boons. They sustain 10 years but cooldown is just 1 month, so it is quite easy to have all boons.
Personally, I am felling boon system sounds like a policy, if it is suppoosed to any and ONLY ONE boon should be active.
FebHare Jan 7, 2019 @ 6:07am 
Hello, I find mechanist empires got the second robot factory, with this mod.
If has_mechanists_civic = yes, "oc_requires_robot_factory_building_setup" (in oc20_origins_civics_requires_setup_triggers.txt) is yes, and it adds a robot factory. Even if vanilla scrpit added one already.

The main OC mod doesn't add the second, so I figure it is not intentional. Would you like to consider to fix it? Thank you!
Quis Machina Jan 2, 2019 @ 4:20pm 
@cbshing

Welp im glad you like the idea, i will say i do love your idea for mechanics but when i saw the bonuses my heart nearly stopped XD they were rlly OP but if you like the idea do with it as you will, i agree with the idea of it being very micro heavy so maybe just something in the edict system or maybe a policy where you can select how much psionic power or processing power your leader uses and maybe it has a chance to hurt the leader or uses certain amounts of influence.
cbshing  [author] Jan 2, 2019 @ 3:39pm 
@Krein81, yw!

@Elidurden123, not sure what the question is, but this mod I think should overwrite the main mod.

@Xarmydude2x, is this idea a replacement of the edict -boon system? Or a supplement to it? I too am rethinking the current boon system since the bonuses feel too unbalanced. I feel a planetary decision system would be too micro for a player in a large empire, but I like the bonuses that you proposed, especially the division between the workers and specialists for the two leader types. I'll play around with this idea while I work through the leader death mechanics.
Quis Machina Jan 2, 2019 @ 3:57am 
@cbshing

I was wondering for an idea for the Eternal leader and Digitally Eternal a set of decisions for use on planets.

Eternal Leader:

Small blessing - a boost to Unity output
Medium blessing - a boost to stability, happiness, and unity output
LArge Blessing - a boost to worker output, stability, happiness, and unity output

Digitally Eternal:

Small efficiency boost - a boost to science output
Medium efficiency boost- a boost to stability, happiness, and science output
Large efficiency boost - a boost to specialist output, stability, happiness, and science output

each of the bonuses causes the leader to become exshausted which increases in length dependant on planet size and empire size, costs influence and increasing depending on how large of a boost you want, and can only boost one planet at a time.
Elidurden123 Dec 31, 2018 @ 1:30pm 
Not to ask a question that may have been asked before but does this mod overwrite the beta OC mod?
Krein81 Dec 31, 2018 @ 3:49am 
Hive World start available for Hive Mind, oh thanks you for this :)