Stellaris

Stellaris

Mass Effect Civilizations - Asari
3,255 Comments
Princess Stabbity  [author] Jun 10 @ 12:58pm 
Hmm... it was originally designed to be a surprise reward for taking an unconventional path, but I suppose you're right. At this point, it's probably okay to let the tooltips be more informative. I'll try to figure something out.
@ Stabbity Oh, well you might want to include that little detail in the civics description!! spent way too long trying to figure out what the hell i was doing wrong.
Princess Stabbity  [author] Jun 9 @ 7:56pm 
@victoriousdread07 (private): No, you aren't supposed to. It can be unlocked via one of the Thessia origin's routes.
Possible Bug: Is there a reason i cant seem to pick the ascendant destiny civic?
Princess Stabbity  [author] Jun 7 @ 12:20pm 
That said, the changes actually line up nicely with our future plans.

In the future, we plan to rework the portraits as part of our PORTRAITS 2.0 project. The plan was always to trim the fat off pops and focus 90% of our energy on leader portraits, but post 4.0, we might as well make it 100%

And from a more pragmatic standpoint, the depiction of pop_groups in the planet UI is practically microscopic, so even if they could still have conditional clothing, we likely would have ended up giving them a single generic outfit anyway. Because there's no reason for such tiny icons to load and keep multiple full-sized clothing textures in your working memory. I imagine Stellaris devs had similar concerns when they were trying to make pops less performance-hostile.

"Hundreds of outfits for your pops" sounded like a great selling point years ago, but it probably was never worth the cost.
Princess Stabbity  [author] Jun 7 @ 12:12pm 
Yes, to elaborate, the game no longer uses the "pop" asset_selectors. Those selectors still exist in code, but as far as we can tell, they've been deprecated and likely will be deleted for good one day.

While the role of pop_groups may be similar as far as they are presented to players, on the portrait backend, they do NOT depict pops with jobs, strata, modifiers, planetary conditions, etc. Instead, a pop_group depicts the species that forms it. So, it draws portraits from the default species scope. It has no bespoke portrait definition of its own.
TheGrandN  [author] Jun 6 @ 6:55pm 
@Van
Yeah, something changed with clothing selectors in the new pop setup. It seems pops all get the same outfit now. Leaders work as expected still though.
vanvlaandern Jun 6 @ 3:06pm 
Asari pops on planets are only wearing the same default outfit, i assume the pops clothing should change according to job it has, ruler, scientists, soldier, etc. With leaders there is no issue.
Princess Stabbity  [author] Jun 4 @ 5:42pm 
@vorphal: O...kay... found the culprit. the issue was on EoS's end, actually but it's because I derped and forgot to verify the trait ID after copy-pasting it >.<

An EoS update fixing all the mess should be going up right now! SORRYFREFSDFAFAA x_x
Princess Stabbity  [author] Jun 4 @ 4:59pm 
@vorphal: Ooops... you're right. There are a lot more errors that we thought @.@ Investigating now...
vorphal Jun 4 @ 2:13pm 
Not sure whether to put this on the Elves page or here, since I use both... But most(not all) of my Elf leaders are getting Cycle of Eternity traits( though it isn't picking Maiden or Matron, just the base trait.) Could totally be my setup, but I figured I'd mention it in case it is another issue with the trait from the last patch.
Princess Stabbity  [author] Jun 4 @ 11:30am 
HOTFIX!
The Cycle of Eternity leader traits that got borked by patch 4.0.15 should be unborked now! Sorry, the patch completely snuck up on me >.<

New game not required, but any leaders generated earlier today, while the script was borked, will be still missing the trait. However, they should get it back the next time any genetic modification takes place in your empire.
Princess Stabbity  [author] May 29 @ 12:07pm 
@Dat Fishe: I've been wondering about that myself, but tbh, I have no idea how the new migration mechanics work. With the old Push and Pull modifiers gone, and no information in the UI, right now, no one knows how pops migrate, why or where, and what effect migration buffs have, numerically.

I did want to fine-tune migration for Thessia as part of the update (or at least give them something similar to Illium's favours-bring-pops perk), but currently that mechanic is so obtuse that... I'm choosing to err on the side of caution until either the devs make it more clear how migration works or I get enough playtime to get the feel for it.
I love the new pop and growth system, but the lack of documentation on it annoys me to no end >.<
Dat Fishe May 29 @ 4:37am 
@Princess Stabbity That makes sense. My only real concern is that - if I'm not mistaken at least, I'm less familiar with this aspect of the code, but it fits my personal observations - not having Full Citizenship severely limits the willingness of Xeno pops to migrate to Asari planets, which would nerf their population growth, since it heavily relies on the presence of Xenos pops. If this still isn't the kind of thing you want to write a script for, it might at least be a good idea to try to offset this with an AI modifier to add migration attraction or something, if you haven't already.
Princess Stabbity  [author] May 28 @ 10:09pm 
@lemurs2: *sta-* oh- well, since you asked nicely... *throws stabby thing away*

And I'm happy to hear that, actually n_n

Sophisticated Needs is a 3-cost trait for a reason. We balanced it with the intent of being very noticeable and impactful, especially early game and on developing colonies. There is a similar vanilla Lithoid trait (Brittle?) which has +0.5 amenities upkeep and also gives 3 trait points, so that was our measuring stick.
The two Origins should have enough amenities at the start (if they don't, that may be a mod conflict?) but if you are not using them, I imagine the upkeep would hit you a little sooner than intended, but with the counterplay of luxury residences being available right from the start, the level of pain per trait value should be acceptable.
lemurs2 May 28 @ 7:22pm 
Okay, not telling you how to make your mod, just giving feedback. Please don't stab me this time.
Started as Asari. The needs for amenities is a bit high. With every race I have played since 4.0 came out I can live with 1 luxury house.
I started Asari and immediately needed two luxury houses and one holo entertainer building.
Princess Stabbity  [author] May 28 @ 3:04pm 
@Dat Fishe: Oh, we used to do that years ago, when there were no systemic provisions for all the things we wanted to do with leaders. But I don't know if I want to go back to that, especially considering how minor this is...

Please, don't take it the wrong way. I appreciate that you're not just requesting things, but actually trying to find ways to facilitate your requests. I love that! <3

But here's where my thought process is in regards to this matter:

Implementing a bunch of monitoring and maintenance scripts would be massively overkill just to reinvent the wheel in regards to the player-facing flavour of a single AI empire. Since it's not something that has tangible bearing on player experience (who can set species rights to whatever they like), we don't see a compelling reason to exchange an implementation that currently works for one that comes with caveats and requires extra work to get working.
Dat Fishe May 28 @ 2:19pm 
@Princess Stabbity That's fair tbh, they can really pile up lol. Have you tried a script which changes leaders after they've already been spawned? It seems like it might work, the Gendered Leaders Paragon Edition mod (linked below) does something similar. If not, thanks for hearing me out anyway lol.
https://steamcommunity.com/sharedfiles/filedetails/?id=2973736404
Princess Stabbity  [author] May 28 @ 12:03pm 
@Dat Fishe:
Oh, I see...
Sadly, there's no way for us to use it without overriding the vanilla trigger. And we do not override vanilla scripts. It would be a compatibility nightmare that I don't have the energy to deal with. Anything that increases the mod's maintenance cost is categorically off the table, sorry >.<

Preventing full citizenship rights is the only feasible way of triggering that trigger that's available to us.
Dat Fishe May 28 @ 11:59am 
@Princess Stabbity It's in the 00_scripted_triggers file of vanilla, the Necrophage trait effect is managed under the can_be_leader script, but you might also be able to do something similar with the allows_alien_leaders script (in the same file)
Princess Stabbity  [author] May 28 @ 11:55am 
@Dat Fishe: We'd love that, but I don't see anything in the Necrophage scripting that could we could use to replicate that behaviour on the mod's end. What specific trigger are you referring toy?
Dat Fishe May 28 @ 11:00am 
@Princess Stabbity The Necrophage origin uses a scripted trigger to prevent non-Necrophage pops from becoming leaders/rulers, have you considered doing something similar, potentially using the Amaranthine trait? Given the unique mechanics for Asari leaders, I also think it would be nice as the player to be able to have all-Asari leaders without the negative penalties that come from denying a species full citizenship - particularly in regards to immigration.
Princess Stabbity  [author] May 28 @ 10:32am 
Small Update!
Nothing too noteworthy except there's now a generic version of the biotic trait that can be added via gene-modding.
If it seems like a random addition, that's because it was originally supposed to be part of a standalone MEC: Biotics mod, but I couldn't find the energy to finish it and most of its intended content had already been merged into Asari with the 4.0 update, so I decided to just incorporate the rest of it.
Princess Stabbity  [author] May 28 @ 9:54am 
@Dat Fishe: It's intentional. Because the prescripted empires have elective governments, we wanted to prevent non-asari leaders from becoming rulers. While a player can do whatever they want with their policies, AI-played xenophile empires tend to do weird things when full citizenship is enabled.
Vetorian May 28 @ 9:03am 
Thanks for the test Stabbity seems i have a mod conlficting. i dont even see the eternity tradition.
Dat Fishe May 28 @ 8:39am 
Not sure if this is intended or not, but the AI personality for the Asari Republics seems to default to giving Xenos Residency status instead of Full Citizenship, which doesn't seem to fit with what I know of Asari lore or their intended playstyle
Princess Stabbity  [author] May 28 @ 5:39am 
@Vetorian: They should be able to pick them. I ran a test just now and the entire process went as expected ( screenshots [imgur.com])

If it's not working for you, please make sure you aren't using any outdated/conflicting mods, and your empire fulfils all the tech and building requirements you need to adopt and progress the ascension.
Vetorian May 28 @ 12:38am 
Hey is it wanted that Asari can't pick up biological ascension perks ?
Princess Stabbity  [author] May 27 @ 12:46pm 
@Teutonic_Thrash: Ooops! I knew I forgot to finish something >.< Will fix in a minute!
Teutonic_Thrash May 27 @ 7:43am 
The Nos Parnalo Black Site (on Illium) gives Researchers jobs, but on 4.0 Researchers jobs no longer exist I think, so there's now an empty and unusable job slot in the Economy section of the planet view.
Mud May 24 @ 2:42pm 
What's up with the star system connected to the capital system for Athena Nebula? Looks weird.
Princess Stabbity  [author] May 23 @ 11:25pm 
Actually... yes, the note is a bit vague. I adjusted it to be more explicit.
Princess Stabbity  [author] May 23 @ 11:23pm 
@victoriousdread07 (private): Yes. In case the note isn't clear, they don't just benefit from the humanoid species class, they are in the humanoid species class.
victoriousdread07 (private) May 23 @ 8:24pm 
notes say that the asari benefit from the humanoid species class, does that mean they benefit from the selective kinship civic with other humanoids?
Sirentinel May 23 @ 5:39pm 
Thank you so much for the update! I absolutely love your mod!
Cassius723 May 23 @ 1:15pm 
Thanks so much for the update - this one of my favorite Stellaris mods
Nexine May 23 @ 11:35am 
Thank you for all the hard work!
Talos May 23 @ 10:28am 
YEEEEEEEEE
Princess Stabbity  [author] May 23 @ 10:00am 
RELEASE!
IT'S OUUUUUUUUT! @o@

Please check out the Change Notes for details. There's too much to summarise.
Also! PLEASE be mindful of mod conflicts . Before reporting any issues, make sure to disable any and all mods that haven't been updated yet; especially ones that might conflict with, or are related to MEC: Asari
Francisco May 23 @ 5:40am 
Thank you so much for the mod
Talos May 22 @ 4:54pm 
yasssss, lets gooo
Princess Stabbity  [author] May 22 @ 4:08pm 
TOMORROW! >o<

Please Note! If anyone wants to keep playing on the 3.x version, this is the last warning to make a local backup of the mod. We only support the newest version of the mod and do not provide legacy backups. Tomorrow's update will not be backwards-compatible with anything prior to Stellaris 4.0!

For more details and the preliminary changelog, please visit our Discord #announcements channel.
Talos May 22 @ 11:41am 
Please inform us when it's out!
Princess Stabbity  [author] May 20 @ 3:12pm 
It should go without saying, but please don't try to use the mod until it's updated.
The update should be ready in a few days, so please be patient with us a little longer <3
SUICIDAL POINTMAN May 18 @ 3:30pm 
the ships are clased as biological for som fucking reason
AzoorFox May 17 @ 10:28am 
UPDATE WHEN?????????????????????
lemurs2 May 16 @ 1:38pm 
What? Elves but not Asari? How dare, I say! How dare!.
Team, I hope you reflect upon your actions.
:steamhappy:
Talos May 15 @ 4:32am 
YAY, thanks again!
Princess Stabbity  [author] May 14 @ 11:55pm 
Thank you for your patience everyone. The Elves of Stellaris update process took up most of my attention over the past 2 weeks, but we have now switched focus to MEC, so it should be updated SOON! >.<

We occasionally post more detailed progress reports on Discord (link in description), so please join it to stay up to date <3
Nastice May 14 @ 12:12pm 
take your time and thx for this amazing mod :happy_creep: