Stellaris

Stellaris

Advanced Policies
136 Comments
Brick  [author] Nov 1 @ 11:25pm 
Marked ty for the report!
Kali Nov 1 @ 5:30pm 
The aristocratic elite policy is broke, the option that adds nobles per 40 pop. Pops will not work the jobs. I think its because ruler jobs have kinda been merged and you might be using the old noble job.
Kali Oct 22 @ 11:35am 
Well before other modifiers ig
Kali Oct 22 @ 11:34am 
Thanks! Because entertainers are 100% useless to them xD -100% efficiency to entertainers.
Brick  [author] Oct 22 @ 7:05am 
Thats a good suggestion, i like that. Added to the to do changes list.
Kali Oct 22 @ 5:24am 
Oh hey can you swap entertainers for say enforcers for Oppressive Autocracy for the dictator and imperial buildings?
Kali Oct 19 @ 1:34am 
Np!
Brick  [author] Oct 18 @ 11:46pm 
@Kali, Thanks for the bug report! I likely overlooked that with the initial pop update, there was a lot. Many thanks, those bug reports are the kind i would never find on my own!
Kali Oct 18 @ 4:55am 
Hey they changed hiveminds to use coordinator drones aswell instead of synapse drones, the job just changes names so the current synapse drone jobs under the hive AP building do not work.
Jano Ľavko Oct 13 @ 10:14am 
This works for 4.1.3, and the new 4.1.5 update aswell
Rogueone Sep 26 @ 5:26pm 
Does this work for 4.1?
Brick  [author] Sep 17 @ 7:52am 
@Nukestar That is concrete feedback i can work with. I made a note of it and will process it, cause i like that train of thought.
nukestar Sep 16 @ 12:06pm 
Honestly, I think that conscripts should be extremely inexpensive/fast to build but do less damage, have greater collateral damage and have significantly lower morale than normal armies.It makes no sense for them to be 'assault armies but better'.
Gake Sep 16 @ 8:22am 
@Brick you don't need to worry about War Exhaustion if you just win the war which Conscripts are very good at helping out with. With 50% more strength than an Assault Army they make quick work of most planets.
Brick  [author] Sep 16 @ 7:40am 
@Gake, Quick remark on that. Balance is kept in the mind but fun is the priority, plus armies are completely an after thought for roleplay.

To be exact about the Conscripts, the catch with them is a different upkeep(which can be easier yeah) and the fact they generate about double the war exhaustion. There was more planned like events with conscripts at higher war exhaustion. Never got round to it though as this is my hobby besides a full time job.
Gake Sep 15 @ 4:41pm 
As much as I like this mod... It is VERY incompatible with other mods such as Military Enhancements (Balance: Game-Breaking)

Further, the armies are just plain... Too powerful. Why would I ever make a regular Assault Army when Conscripts are just plain better than them in every single way? It doesn't make any sense.
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.
group 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 ♥♥♥♥♥♥ 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.