Stellaris

Stellaris

Civil Wars
1,448 Comments
MrFunEGUY  [author] Nov 8 @ 8:50am 
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 Nov 8 @ 6:15am 
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  [author] Nov 8 @ 5:37am 
Renzo - This is still the 3.14 version, I haven't updated it yet.
Renzo da Lusari Nov 8 @ 4:55am 
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  [author] Nov 7 @ 7:13am 
Next update I will add more options, ideally
ᛣ Munin ᛉ Nov 6 @ 11:15pm 
Possible to reduce it or disable it from happening to AI?
Theguywitharifle Nov 5 @ 8:42am 
what is the event_id for a civil war starting?
John Shepherd N7117 Nov 2 @ 3:36pm 
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 Oct 28 @ 9:45am 
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 Oct 27 @ 4:28pm 
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 Oct 25 @ 3:54pm 
Love this mod!
ulriquinho Oct 9 @ 7:53am 
Oh yeah please take care of them tendons. We can wait! Just glad to know you are doing okay.
07Gasimli Oct 6 @ 8:49am 
OH MY GOD THE GOAT HIMSELF REPLIED WITH UPDATE NEWSSS :steamhappy:
Mystic Oct 5 @ 2:37am 
Thank you.
MrFunEGUY  [author] Oct 4 @ 10:01pm 
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 Sep 30 @ 3:21am 
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 Sep 29 @ 1:58am 
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 Sep 27 @ 8:33am 
Cant someone with coding/modding knowledge continue this mod?
07Gasimli Sep 26 @ 4:00pm 
PWEASE PWEASE PWEASEEE
07Gasimli Sep 26 @ 3:59pm 
@MrFunEGUY we need an update so bad
07Gasimli Sep 26 @ 12:09pm 
This mod crashes games, so sad this mod hasnt been updated in a while
MercMeister Sep 26 @ 8:34am 
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 Sep 25 @ 1:44pm 
Does the mod still works in 4.1 / Shadow of the Shroud?
EJR Sep 16 @ 11:41am 
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 Sep 15 @ 8:11pm 
You should make a feature how admirals could try and rebel to overthrow you with loyal ships and armies
MrFunEGUY  [author] Sep 15 @ 10:08am 
Yeah I'll look into trying to better balance that
Hackeysack Sep 14 @ 9:11pm 
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 Sep 1 @ 8:33am 
[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 Aug 29 @ 4:56pm 
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 Aug 29 @ 4:56pm 
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 Aug 29 @ 4:55pm 
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 Aug 29 @ 12:29am 
Thanks.
MrFunEGUY  [author] Aug 28 @ 11:44pm 
That message is for when slaves lose the war.
The Engineer Pop Aug 28 @ 9:56pm 
And may I not translate the messages below

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

?
The Engineer Pop Aug 28 @ 8:02pm 
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 Aug 28 @ 12:16am 
Where can I report message errors?
BadCat7 Aug 26 @ 10:49pm 
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  [author] Aug 25 @ 4:00pm 
@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 Aug 24 @ 8:11pm 
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 Aug 22 @ 12:04pm 
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  [author] Aug 22 @ 9:46am 
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 Aug 21 @ 8:13am 
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 Aug 20 @ 4:08pm 
my pc freezes when loading stellaris if i have this enabled
Zyldrix Aug 19 @ 5:32pm 
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 Aug 18 @ 6:26pm 
But why planetary revolt occurs in fundamental sectors when the protested worlds are in the frontier sectors where I just conquered?
The Engineer Pop Aug 18 @ 3:59am 
https://steamcommunity.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 Aug 17 @ 2:34am 
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 Aug 16 @ 9:00pm 
Is the probablity of treason or revolution affected by the military power of mother nation?
Stern Aug 16 @ 8:35am 
Every time, this mod is 3.11
The Engineer Pop Aug 12 @ 6:42pm 
Thanks.