Stellaris

Stellaris

Advanced Policies
120 Comments
nukestar Jun 24 @ 11:03am 
I'm pretty sure that those are the only two policies that add fake jobs. Although I do recommend that you add an extra line of text to the Education Privilege policies telling the player what stratum the resulting educator jobs belong to, while it makes sense once you change it, it isn't immediately obvious from the outset.
Brick  [author] Jun 24 @ 9:14am 
@Nukestar, Ty that is a clear bug report. I am well aware of the job changes simply not sure which policies have those jobs per pop. I'l add it to the list for bugs to fix for next update.
nukestar Jun 23 @ 10:54am 
Same for the Imperial Creed policy that adds high priests. 4.0 consolidated all the old politician replacements and they're now just re-skinned politician jobs with bonus output. The current jobs called High Priest, Noble, Merchant, Head Researcher, Executive and Warden are stub fake jobs that only exist for leader backgrounds (so they're useless outside of flavour) and otherwise do nothing, the REAL version of those jobs is just a politician with the relevant planet trigger.
nukestar Jun 23 @ 10:31am 
The policy that adds noble jobs per population adds non-functional fake jobs that can't be worked and don't produce resources. It should add politician jobs rather than noble jobs.
Brick  [author] Jun 10 @ 8:14am 
@Nikal, I do understand your point. But i discovered during testing with players that not having a symbol like that there ment players just went for it and screwed themselfs. I do like what you mentioned though, i should clarify that its not related to in breach of galactic law.

It is ment as a polite warning, like a road stop sign. On the positive side, i tested giving EVERY policy i added a unique icon. That flew out of the window because it just became so cluttered.
Nikal Jun 10 @ 4:16am 
A minor gripe, but could you not use the ⚠ icon for anything unless it's in breach of something? It sort of caught be off-guard. 😅
Brick  [author] May 27 @ 12:21pm 
Updated, for rough details see the Change Notes tab or ask away. Thank you all for the patience! been a busy week and all.
BlackLuck May 26 @ 9:32pm 
gonna plug this one back in ...
Patriote May 20 @ 9:09am 
I still use this daily
Brick  [author] May 17 @ 9:45am 
I am gonna be real, that is the clearest bug report i have recieved so far. Thank you, like genuinely.
Meaty Ogre May 17 @ 9:10am 
Just a heads up, I know you haven't updated yet, but the oligarchic assembly building, when running Technocracy and Aristocracy together does provide the Noble Scientist jobs as expected and they get filled, but the Science Director jobs never get filled under any circumstances.
Meaty Ogre May 12 @ 8:22pm 
I love how your mod feels very well thought out and not just "here's 10,000 policies"
Brick  [author] May 12 @ 7:14am 
@VargrantHero , i have not found the time to try and update this. I likely will put some work in after work and see how that pans out. If anything, il try and fix it at the latest this weekend.
VagrantHero May 11 @ 11:18am 
How is this looking with 4.0?
Brick  [author] Apr 18 @ 11:18pm 
@hamzanuseibeh, this mod does not overwrite anything so it should be compatible. at worst you might see 2 policies/armies that do similairish things.
hamzanuseibeh Apr 18 @ 5:03pm 
is this compatible with the military enhancements 2.0 mod? both have a recruitment/army policy
AdorableSparrow Apr 1 @ 5:26am 
fair enough ill give it a run n see some time.
Brick  [author] Mar 31 @ 11:20pm 
@AdorableAurora i have never had stability issues with it. Nor any crashes while testing it since i made this. Even during stress testing. So to my knowledge it is 100% stable, problem is i got no clue what @theonlyrealtris is on about. As he ain't sayin what so i suspect he is confusing my mod with someone elses(as that is not unheard of with bigger packs). As civics, policies and the like do not cause crashes.
AdorableSparrow Mar 31 @ 8:58pm 
let me know when its a good 90% stable id like to add it in but i can't if it nots 100% into multiplayer match's
Brick  [author] Mar 28 @ 11:35pm 
@theonlyrealtris i mean i'l gladly have a look at why. but i do need to know what other rmods you were using to figure out why.
theonlyrealtris Mar 28 @ 3:30pm 
this mod is shitty and doesnt work anymore, randomly stopped working in the middle of my run
Brick  [author] Feb 22 @ 12:26am 
@alankraskow You mean the entire tradition tree of it or just a specific one?
alankraskow Feb 21 @ 11:56pm 
Bonuses for tradition_lordship doesn't seem to work for me.
fishandchipsguvnah Jan 7 @ 11:21pm 
@Brick Sorry for not coming back earlier, I would also be happy to help. I've got partially rewritten files, and can share them if either of y'all would like.
Patriote Jan 7 @ 4:36pm 
I can stick around, just tell me what i need to do man
Brick  [author] Jan 7 @ 10:55am 
I am open to it, but as it stands i do want to try some other options before involving others again. Mostly due to my experience with people bailing on me after a few updates.
Patriote Jan 5 @ 7:30am 
I am very good with grammar, I can help you
Brick  [author] Jan 3 @ 5:26am 
I would like to quickly make comment to @fishandchipsguvnah

You are right, due note that English is my third langauge and i am dislectic. I used to have someone spell check me. But he bailed on me a while ago. So sadly the grammer and writing has suffered as a result.
fishandchipsguvnah Jan 3 @ 2:38am 
The mod seems really cool. My only criticism, and at the risk of sounding rude, is the spelling and grammar. It's a bit rough tbh
Patriote Jan 1 @ 6:25pm 
The mod is really cool
Ham Stroker's Ejacula Nov 17, 2024 @ 6:22am 
thanks
Brick  [author] Nov 16, 2024 @ 2:52am 
@Ham, Just uploaded a fix, get the civic, wait a day and it should be fixed. Enjoy
Brick  [author] Nov 16, 2024 @ 2:04am 
Managed to replicate it right now, working on it as is. Seems to be a wide issue as events seem to be unable to spawn depsisits on those planet types at all. I will try and work on it and hopefully get it sorted today. (but no promises)
Ham Stroker's Ejacula Nov 16, 2024 @ 1:56am 
for example i tried to use the bioluminescent world it wont spawn, but if i use the tropical planet type it does spawn.
Ham Stroker's Ejacula Nov 16, 2024 @ 1:53am 
selecting any planet type at empire creation beside any of the vanilla ones (continent, arid, tundra, ect) causes the deposit to not spawn, so if you use any planet types added by PD like the forest worlds or the reef worlds it wont spawn. the less research alternatives does work.
Brick  [author] Nov 16, 2024 @ 1:15am 
@ham tyvm for the report i will have a look, do you by chance have any specific example for me to test it?
Ham Stroker's Ejacula Nov 15, 2024 @ 9:00pm 
if you use any planet type from planetary diversity the deposit from ancient remnants does not spawn
Daevinski Sep 20, 2024 @ 11:39am 
Oh, okay. It's clear now. Thanks!
Brick  [author] Sep 20, 2024 @ 11:35am 
I feel i should clearify, When i say government types i mean Democracies, Oligarchy, Dictatorships, Gestalts and Megacorps. Those are what i mean.

Also custom/new civics from other mods can NOT be detected without a patch.
It should not destroy any mods or cause problems, just not full access to all content from this mod.(Which is by design to avoid problems with other mods)

Best way to put it, it is made to work with nearly everything so, use it, play with it, enjoy it, if it breaks ping me and i will see what if it was me or help you allong.
Daevinski Sep 20, 2024 @ 11:26am 
By new government types you mean new authorities or new combination if civics that result in government types? If you mean the second, mods like Government Variety Pack will also conflict to a certain degree?
Brick  [author] Sep 20, 2024 @ 11:19am 
@Daevinski In short,the core stuff should still work. But where i for example gave policies tailored to every base game and DLC civics. other peoples mods do not have that.

Plus if they for example add a new government type, my stuff might struggle to detect it. There are fall backs if that happens but they are not perfect. So most will probably work, you are just getting empty spots the more modded stuff you use over vanilla stuff.
Daevinski Sep 20, 2024 @ 6:00am 
There is a reply of yours from 2021 regarding compatibility with Ethics and Civs mods. Could you explain better what you meant?

Right now, I'm using the “Ethics and Civics Alternative - FunEFork” fork. If I understood it correctly, this type of mod changes and adds too much stuff that you would have to create a proper patch to make it work correctly with your mod? That's it?
Mr. May 17, 2024 @ 1:02pm 
Strange. Ill do some tests on my end. Thank you for your diligence tho!
Brick  [author] May 17, 2024 @ 2:48am 
@Mr. I tried to replicate it on my end. But when i started as an individualist mech with parliamentary system i got my factions just after the start of the second month. Whatever it is i cannot replicate it and does not come from the core of my mod.
Mr. May 16, 2024 @ 10:06pm 
Cant say but with this mod the Factions for my individualist mech empire didnt form (with or without parliamentary system) and without they formed.
Brick  [author] May 16, 2024 @ 1:23pm 
@Mr. Hold up how? I never touched factions..
Mr. May 16, 2024 @ 12:55pm 
LOVE this mod but it breaks factions for individualistic machines.
Brick  [author] May 15, 2024 @ 11:23am 
@kahvipensas No, it does not. it simply does not have any policies for the new civics yet beyond that it works like always.
kahvipensas May 15, 2024 @ 11:22am 
Does this need an update to be compatible with the newest version + DLC?
Brick  [author] May 15, 2024 @ 10:47am 
@The Netherland Dwarf, sort off i got a google doc where i keep track of what i added and in what way. Allong with the effects. I am not a fan of sharing those documents(due to linked emails and such) but i might get back to you. If there is something specific you are after feel free to let me know.