Stellaris

Stellaris

Government Variety Pack
478 Comments
Anthonest Nov 17 @ 9:41am 
@Grand Admiral Thrawn please read descriptions before asking questions, ECC says it has built in compatibility.
Grand Admiral Thrawn Nov 15 @ 10:36am 
is this mod compatible with ethics and civics classic?
LittleRaskol  [author] Nov 14 @ 1:10pm 
The whole error log would be helpful. There's a bug report form linked in the description.
ItsDaKoolaidDude Nov 14 @ 6:03am 
There's also a few other issues my mod load order is getting from GVP, that being: missing authority tags, events not firing correctly, civics reverting to defaults, scripted triggers not evaluating correctly.

Recently had a breakage from it that directly corrupted the save file:
Invalid government type [...]
Missing civic [...]
Unexpected token in empire definition

Hoping this helped and this'll be updated!
LittleRaskol  [author] Nov 12 @ 6:34pm 
I don't think a 4.0 backport version is strictly necessary to use the mod if you're still running 4.0. What I meant by that post is that more changed between versions than I thought in terms of, like, content. So if you use the mod in 4.0, there might be e.g. modifiers that don't show up. It will not work perfectly well, but I don't believe it would be unstable. (I also don't really know.)
Wairui Nov 12 @ 12:11pm 
BTW, I should add that I love your 'Change Notes'. Shows the care you have for mod users and how wonderfully great attention you have for your creation. TY!
ItsDaKoolaidDude Nov 12 @ 11:01am 
Ahh, was wondering what had been going on. that and why a specific building for Energy/Food/Mineral production would automatically self-delete itself like freaking Quantum physics after being built and the moment you view the planet window. But that's probably a different mod causing that.
Wairui Nov 12 @ 8:59am 
@LittleRaskol
I found your gem of a mod, seems you put lots of care and effort into it. TY! I like to use it.
Question: in your 23 Sep post, you wrote Stellaris 4.0 resulted in "things have been changed". Is this mod safe to use now in a long game session?
LittleRaskol  [author] Nov 12 @ 3:23am 
Anyone who wants to take on the project of making a compatibility patch is welcome to. I have about 1% of the time needed to do anything I have planned for his mod, which is why it's mostly just being maintained.
Misterwheatley Nov 11 @ 9:36pm 
Maybe the real E&C Classic patch was the friends we made along the way
LittleRaskol  [author] Nov 11 @ 4:55pm 
Aight well, that took a minute. Until I know what's going on those civics are just getting more/better modifiers.
LittleRaskol  [author] Nov 7 @ 4:48am 
Hi all, I'm aware that there are issues with the Chivalry and Colonial Fiefs civics. I don't yet know what's going on. The plan right now is to just... change them to provide some base bonus so they're not useless until I can figure it out.
Grand Admiral Thrawn Nov 6 @ 2:06pm 
Is this compatible with ethics and civics?
AuRoraGooSe Oct 30 @ 5:01pm 
hey! I appreciate your work on this! Just putting in a quick possible bug report. Whenever I use the colonial fiefs civic each time it creates a subject empire the empire collapses immediately upon creation. Maybe it's a conflict with something else on my end, I'll keep messing around with it (or who knows). Thanks either way!
Misterwheatley Oct 19 @ 12:29am 
Any plans to adjust or add new government names for the advanced authorities
LittleRaskol  [author] Sep 23 @ 3:59pm 
That said, I am starting to think enough things have been changed that a 4.0 version might be helpful. No idea when I'll have time to do it.
LittleRaskol  [author] Sep 23 @ 3:54pm 
There's no reason for that to happen, and I can't replicate it.
Remulus Sep 23 @ 3:42am 
Hey, Im rolled back on 4.0.23 (version before the DLC) and the civics and all are gone - is this just how it is?
LittleRaskol  [author] Sep 22 @ 5:27pm 
Updated. I don't believe changes should break 4.0 saves.
LittleRaskol  [author] Sep 7 @ 5:20pm 
Should be fixed, not 100% sure it will work on a game in progress though
LittleRaskol  [author] Sep 6 @ 7:29pm 
That's less a bug than... I never designed them to respond to commercial pacts, lol. Well I'll see what I can do. The building doesn't swap though, really, it just changes what bonuses are given based on whether you have Criminal Heritage. Maybe I can include a check for a pact.
Smooze Sep 6 @ 2:47am 
Hey, so, not 100% sure, but pretty sure that Labor Peace and Criminal Heritage have a bug.
Labor Peace and/or the Labor Management building, weren't switching to the lawful version when I had a commercial pact with the target empire.
OddTomato Sep 2 @ 9:14am 
Why are the civics so blurry?
LittleRaskol  [author] Aug 30 @ 5:26am 
I don't know what influences selection of election candidates. Government definitions used to set weights for different possibilities, but that was changed a few game versions ago. Noble Republic is not an exception to this, nothing in its definition influences election candidates as far as I can tell.
JarrenBlake Aug 27 @ 6:20pm 
Interesting, has never been an issue on my other playthroughs. The ruler would not be at the top, but they would typically be in top 4.
Ghost Fox (ΘΔ) Aug 26 @ 11:16pm 
Oligarchy doesn't allow re-election by default. Presumably it does if there are literally no other candidates, but....
JarrenBlake Aug 26 @ 9:43pm 
So my current play through is as a Noble Republic (Oligarchy). My current ruler is being weighted so low that they do not appear on the reelection list at all. As a test I started killing leaders to see if they would show. Had to kill all four initial contenders before they forced popped. Never happened before to me. Is there something in the gov type or the mod that reduces weight for the current ruler?
Proleta Jul 31 @ 11:30pm 
Thank you for your nice mod. However, I found that the "Colonial Fiefs" civic doesn't seem to be working well in this version. When a colonial subject appears, it immediately disappears :(
Kedi Jul 31 @ 6:45am 
Uh, where did academic privilege go?
Anton Rabe Jul 28 @ 8:47am 
Thanks you for nerf and thanks you for your mod:steamthumbsup:
LittleRaskol  [author] Jul 28 @ 4:17am 
Interesting observation - I started them with the same weighting as Common Ground, but now, with this mod and the base Common Ground and Hegemony starts, they probably pop up too much.
Anton Rabe Jul 27 @ 11:49pm 
Can change of spawn origins like Convened by Providence a bit lover? So many fed from the start
LittleRaskol  [author] Jul 27 @ 12:13pm 
Welp as it turns out "Automated Workforce" seems *very* strongly tied to a specific district. Sometimes you can apply a modifier for a specific context (like, for a planet) at a higher level (empire-wide) and it will be applied to all context in the higher level (all planets in the empire). planet_pop_assembly_mult will work this way, but district_automated_workforce will not! Back to the drawing board...
kerrigan1603 Jul 26 @ 2:01pm 
Okay thank you
LittleRaskol  [author] Jul 22 @ 4:51pm 
There's also no localization/random name key called "lrsk_dic_pur_descbron" but if anyone is seeing broken random names, if you can be specific about exactly how they show up in the game that would let me figure out what is going on (hopefully)
LittleRaskol  [author] Jul 20 @ 7:31am 
I'll get around to this stuff yall, new job is just kicking my butt in terms of free time.

Utopian Socialism & Utopian Despotism don't show up because I removed the civic Automated Indolence, as I had no interesting ideas for it. Now that "automated workforce" is a thing, though, I think it can go back in a meaningful form.
kerrigan1603 Jun 18 @ 1:01pm 
Okay so the Ruling Class mod has been updated again so here’s the link below
Ruling Class Reborn
https://steamcommunity.com/sharedfiles/filedetails/?id=3502383069
kerrigan1603 Jun 17 @ 3:30pm 
By the way, I’ve looked at your airtable government list & I noticed that Utopian Socialism & Utopian Despotism are not there? Have they been removed & if so, why?
kerrigan1603 Jun 15 @ 1:55pm 
By the way, here’s the updated patch for Bug Branch+Ruling Class Update+Government Variety Pack below
https://steamcommunity.com/sharedfiles/filedetails/?id=3497503269&searchtext=

And yes the Ruling Class mod has once again been updated in the link below
Ruling Class: Unoffical Update
https://steamcommunity.com/sharedfiles/filedetails/?id=3497464529&searchtext=
alankraskow Jun 13 @ 6:55pm 
There seem to be quite few localisation issues, mainly with empire names. They spawn some broken localisations. Like lrsk_dic_pur_descbron for example.
LittleRaskol  [author] Jun 9 @ 10:47am 
The localizations should now reflect what's going on under the hood, but lmk if you spot any more incongruities.
REDbeard Jun 7 @ 7:20pm 
Noice
LittleRaskol  [author] Jun 7 @ 7:03am 
The descriptions are not accurate and need to be updated but the amounts are updated on the backend. So if it says +1 job, it's really like +100.

Jobs per pop have not changed but don't actually need to: A ratio of 1 job per 20 pops is the same whether it's applied to 40 pops or 4000, and will give wither 2 jobs or 200, so the amount given ends up "as expected."
Ghost Fox (ΘΔ) Jun 6 @ 7:15pm 
@REDbeard: And yet the ratios haven't changed, so the only difference is whether the jobs accumulate individually or in blocks of 100.
REDbeard Jun 6 @ 6:02pm 
Are the job spawning civics updated for 4.0? Last I checked the descriptions on the civics are still showing the job numbers of the old system.
PapaKaesar May 16 @ 9:29am 
no compatibility patch with Ethics & Civics: Bug Branch?
Auspician May 7 @ 5:31pm 
Amazing that you pushed out an update so quickly, thank you! It looks like neither of the Bug Branch patches are being actively worked on; is anyone planning to take up the patch? Bug Branch is essential for me, but GVP is a close second, so I hate to play without it.
RedRapture May 6 @ 6:22pm 
Has anyone else had problems with the AI not expanding?
LittleRaskol  [author] May 5 @ 11:13am 
Can't reproduce. Try unsubscribing and then resubscribing?