Stellaris

Stellaris

[4.0] Empires Expanded
793 Comments
MadeinCanada  [author] Jul 1 @ 9:08am 
@Autumn I do want to make a bunch of new variants of civics for megacorps and gestalts, so yes do expect that at some point!
Autumn Jun 28 @ 9:09pm 
Any chance of Megacorps getting a version of Bureau of Transportation? I yearn to pave highways all around the universe but I was hoping to be a megacorp while I did it.
MadeinCanada  [author] Jun 25 @ 10:01am 
@Cheddbuzz It does, but they're all related to civics/origins/APs
Cheddbuzz Jun 25 @ 5:53am 
hello i was just wondering if this mod adds empire modifiers as i have gotten a permanent one that id like to get rid of.
MadeinCanada  [author] Jun 24 @ 6:03pm 
will have a look, thanks!
Jun 24 @ 10:15am 
genetic manipulators is broken it currently disables biomorphisis
MadeinCanada  [author] Jun 23 @ 3:31pm 
@🌙𝓛𝓾𝓷𝓮🌙 yeah haven't had the time to look at fixing all the compatibility problems, but I'm hoping to get some or most of those done in another patch tomorrow, thanks for the report!
🌙𝓛𝓾𝓷𝓮🌙 Jun 23 @ 2:27pm 
Hey man, appreciate you taking the time to send out an update!

Wanted to report an issue I am still having - the bug where "economic policy" from Ethics and Civics Classic is starting off automatically set to "criminal market" and then disappears with no policy set at all.

I narrowed it down, for my game at least, to those two mods; appreciate the update just wanted to give a quick heads up as soon as I could, been tracking this for a little while as I am eager to dive back in.
MadeinCanada  [author] Jun 23 @ 12:01pm 
Patch was sent out early today, most bugs should have been fixed! Let me know if anything comes up
MadeinCanada  [author] Jun 19 @ 9:26am 
Will have a look, been pretty busy but my schedule is clearing up so expect stuff soon
MegaPro1921 Jun 18 @ 11:01am 
Acot and This mod still conflict with eachother
MadeinCanada  [author] Jun 14 @ 12:26pm 
Ah right, I assume then that it doesn't work for empires in a federation. I'll have a look at that then, thanks!
Zeratoth Jun 14 @ 12:24pm 
yeah they were 2 out of 3 of those, still wasn't appearing. Doing some testing, it appeared once the target was removed from its federation (a different fed from mine).
MadeinCanada  [author] Jun 14 @ 2:23am 
@Zeratoth The target must be either militarist, supremacist/belligerent diplo stance, or in a war that isn't a liberation war.
Zeratoth Jun 13 @ 4:43pm 
What are the conditions for the Peacekeeping (Federation version) casus belli? cause it's not appearing on some civs that I'm pretty sure it should (barbaric despoilers?)
MadeinCanada  [author] Jun 13 @ 12:46pm 
@TotalCarnage No worries, glad you found the problem!
TotalCarnage Jun 13 @ 11:01am 
@MadeinCanada well I found out that mod was ACOT sorry for the long message that had nothing to do with this mod. I just for the life of me couldn't figure out which mod did it :cleandino:
MadeinCanada  [author] Jun 13 @ 1:51am 
Welp, I suppose it's now fine then? Weird, let me know if anything else comes up!
johnson.zachary0427 Jun 12 @ 5:23pm 
Newest update seems to have fixed the issue.
kahvipensas Jun 12 @ 4:23am 
Paradox changed some things in district specialization code in the latest patch, it's broken several mods.
MadeinCanada  [author] Jun 12 @ 3:54am 
I'll investigate today, weird though, haven't touched them at all. Maybe the 4.0.17 patch broke something. Thanks!
johnson.zachary0427 Jun 12 @ 3:18am 
Currently unable to build district specializations. When this mod is disabled the specializations are available to build again.
MadeinCanada  [author] Jun 12 @ 1:33am 
@TotalCarnage That origin is not from this mod, it might be a case of compatibility issues but it might also just be a bug with that specific origin or the mod that adds it. Hope you find the problem!
TotalCarnage Jun 11 @ 4:26pm 
So I have a lot of mods downloaded. So I'm not entirely sure if its this one but when i installed this mod I noticed new origins. I'm currently using one that make my empire start with most tier 5 tech. (Again not sure if that is this mod) and for whatever reason I cannot build district specializations. I have many other big mods like ACOT, NSC, ESC to name a few. Again sorry if thats not even from this mod but I assumed it was since they appeared after I added this one
MadeinCanada  [author] Jun 7 @ 4:51am 
Thanks, will have a look!
de Grizz Jun 7 @ 2:17am 
civic machinarchy stop work after last patch, robot ruler not spawn
MadeinCanada  [author] Jun 5 @ 2:36am 
Thanks! Will patch that
Celador Jun 4 @ 6:51pm 
Small issue - when selecting nihilistic cult civic, traditionalist faction is missing the string for the robotic pursuit support, its replaced with TRADITIONALIST_NO_ADVANCED_PURSUIT_MACHINE_DESC line, but at least it doesn't give any negative opinion, as intended.
MadeinCanada  [author] Jun 4 @ 9:24am 
weird, thanks for letting me know i'll investigate ASAP
Proud Lemming Jun 4 @ 6:04am 
Not compatible with bug branch, causes CTD a few decades in due to faction issues.
MadeinCanada  [author] Jun 1 @ 3:20pm 
@🌙𝓛𝓾𝓷𝓮🌙 Thanks for letting me know! I will investigate. And thanks for the support!

@The Galator (Croatoan) Will send out a patch soon, thanks for the report!

@Autumn Don't have the exact info, but it's a specialist subject type focused on producing unity/influence, and also improving diplomatic weight. You get tiers with scaling modifiers, techs, and special things like unique trade actions similar to the other specialist subjects.
🌙𝓛𝓾𝓷𝓮🌙 Jun 1 @ 3:01pm 
Hey friend, love the mod and greatly appreciate your work; I wanted to report a potential incompatibility I found. With Ethics and Civics Classic running, this mod causes a policy implemented by E&CC, Economic Policy, to not work properly and does not allow the player to select any of the policies (they are all greyed out as unavailable)
Jun 1 @ 11:16am 
fortification Protocols is bugged. it gives -5% unity when set to irrelevance instead of +20% like it says in the tool tip. making it a civic that just gives you a straight malus
Autumn May 30 @ 8:58pm 
Can't find any explanation of it anywhere, what does a "Senate Dependency" subject do?
ケイデンスKeiNodens May 26 @ 8:57am 
Thank you soooo much, letting me know. I would really love a compatibility patch. For now, I'll try both mods together, enjoy the game.
Thanks again for your hard work on this mod!
MadeinCanada  [author] May 26 @ 2:08am 
@ケイデンスKeiNodens Just had a look at NGS, it touches some policies like this mod, so that means that some civics from this mod that change existing policies (like bombardment or AI policy) won't work fully. I can make a compatibility patch so they work together though!

But currently, they'd still work mostly fine, with only minor issues, so if you want to play with both before the compatibility patch is out, then that should be all good, apart from a few policies every now and then
ケイデンスKeiNodens May 26 @ 1:50am 
Hi!
Thank you for your hard work on this mod.

I was wondering if this mod is compatible with NGS.
If you’re not sure, that’s perfectly fine. I'll try myself.

Thanks in advance!
MadeinCanada  [author] May 23 @ 1:18pm 
@Raven Might do, will touch up on most civics anyway so I'll look
Raven May 23 @ 8:52am 
any chance for splintered hive civic to always spawn the same amount of stuff a bit annoying that the best option is to restart till u get the most out of it
chrischung369 May 20 @ 3:54pm 
I still cheese to make the origin playable by trade Civilian and seasonal dormancy anyway. LOL
MadeinCanada  [author] May 20 @ 3:35pm 
Makes sense, there's probably an issue because that civic changes the planetary setup process, so changes to 4.0 might not have translated properly. Will fix!
chrischung369 May 20 @ 3:33pm 
@madeinCanada It also does not has any specialization on the planet (Archive, and Mix industry if that's the intended for the origin).
MadeinCanada  [author] May 20 @ 3:22pm 
@chrischung369 Very likely bugged, I will investigate! Thanks for letting me know
chrischung369 May 20 @ 1:12pm 
Is it normal that the Dwinding Arcologies origin start without a planetary administration? Or is it bc it is bugged from 4.0?
MadeinCanada  [author] May 12 @ 4:27pm 
Ah good that you fixed it! No problem, glad it's working!
lucyminecraft05 May 12 @ 4:06pm 
I got it! Randomly found out it was a save-file issue when going back a few saves. Made it work again by restarting from before the last event triggered. Thanks again!
MadeinCanada  [author] May 12 @ 3:30pm 
@lucyminecraft05 Hmm that's weird, I assume you're trying to contact it through the contacts menu? If you select the completed megastructure, there should be an "upgrade option" that acts as a diplomacy button, does that work?

Weird that this happened, haven't seen it before, but I'd assume it's something to do with the wrong flag being set at some point causing the event's conditions to not be met.

If the option through the megastructure doesn't work, can you try entering "event maai.999" into the console? That should work for sure, and let me know of what it says in the console when you enter that, if you can!
lucyminecraft05 May 12 @ 3:23pm 
Stage 2. Everything was fine in Stage 1 but shortly after it hit Stage 2 it didn't work anymore. (Game itself does work, just not the Master AI. Thanks for the quick answer tho! It's appreciated.)
MadeinCanada  [author] May 12 @ 3:12pm 
@lucyminecraft05 That's probably a bug, but I haven't seen that be an issue, what stage are you on? Have you built the megastructure itself? Can you remember the last event you got about it? Will investigate
lucyminecraft05 May 12 @ 3:09pm 
Okay so I have a bit of an issue with the Master AI. When I try to contact it, it doesn't talk to me or even let me open the communications. Is that a bug or did I do something wrong?