Stellaris

Stellaris

Ethics and Civics Classic (Megacorp Civc Update)
 This topic has been pinned, so it's probably important
petruxa  [developer] Jan 31, 2019 @ 3:30am
IDEAS, SUGGESTIONS, BUGS
This topic specially created to cover all the issues regarding mod after 2.2 update. Please, report any bugs, ideas and suggestions here.

GUYS, PLEASE!

Before filing a bug report, make sure that it's 100% my mod responsible for that. People tend to run a lot of different mods simultaneously, and I found that in 75% of the cases, it appears that there is an actual conflict with some other mod in the launcher. I leave myself a right NOT to respond to a bug report, which I know for sure is not mine. Thanks for understanding.
Last edited by petruxa; May 7, 2020 @ 8:07am
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Showing 1,411-1,425 of 2,031 comments
PiFi Aug 9, 2021 @ 4:21pm 
Someone suggested it in the Gigastructures suggestions: a Colossus-type weapon for Fanatic Ecocentrists that Terraforms a planet into a Gaia-world, but destroys all pops, districts and buildings in the process. ALL FOR MOTHER NATURE!
GoblinCookie Aug 10, 2021 @ 8:32am 
Originally posted by PiFi:
Someone suggested it in the Gigastructures suggestions: a Colossus-type weapon for Fanatic Ecocentrists that Terraforms a planet into a Gaia-world, but destroys all pops, districts and buildings in the process. ALL FOR MOTHER NATURE!

Is creating a Gaia world really so ecologically friendly though?
PiFi Aug 10, 2021 @ 5:44pm 
Originally posted by GoblinCookie:
Originally posted by PiFi:
Someone suggested it in the Gigastructures suggestions: a Colossus-type weapon for Fanatic Ecocentrists that Terraforms a planet into a Gaia-world, but destroys all pops, districts and buildings in the process. ALL FOR MOTHER NATURE!

Is creating a Gaia world really so ecologically friendly though?
Well, you could with specific mindsets. First of all, you remove that pesky industry and polluting pops. Second, Gaias seem to have, based on their description in-game, the widest ecological diversity. And 'Fanatic Space Peta' is too fun of a concept to leave untouched.
Plus it would give ecocentrism a buff compared to anthropocentrism.

(As long as colossi can only fire on habitable planets. Otherwise it's broken AF)
Sir Rolin Aug 11, 2021 @ 6:46am 
Originally posted by PiFi:
Originally posted by GoblinCookie:

Is creating a Gaia world really so ecologically friendly though?
Well, you could with specific mindsets. First of all, you remove that pesky industry and polluting pops. Second, Gaias seem to have, based on their description in-game, the widest ecological diversity. And 'Fanatic Space Peta' is too fun of a concept to leave untouched.
Plus it would give ecocentrism a buff compared to anthropocentrism.

(As long as colossi can only fire on habitable planets. Otherwise it's broken AF)
I do believe that it's broken none the less, instant transformation, same initial cost (a ascension perk) and no cost of doing it, other than if you're doing it to your own planets.
PiFi Aug 11, 2021 @ 4:10pm 
Originally posted by Sir Rolin:
Originally posted by PiFi:
Well, you could with specific mindsets. First of all, you remove that pesky industry and polluting pops. Second, Gaias seem to have, based on their description in-game, the widest ecological diversity. And 'Fanatic Space Peta' is too fun of a concept to leave untouched.
Plus it would give ecocentrism a buff compared to anthropocentrism.

(As long as colossi can only fire on habitable planets. Otherwise it's broken AF)
I do believe that it's broken none the less, instant transformation, same initial cost (a ascension perk) and no cost of doing it, other than if you're doing it to your own planets.
That's why killing everyone and destroying all infrastructure should be part of it. You'll get a fresh planet but have to develop it completely from scratch. So your war gains will not be worth nearly as much as full planets + pops, which could be terraformed with World Shaper.
As a trade-off, untouched planets can be terraformed quickly, but you still get a diplomacy malus from using a colossus.

On top of that, adopting fanatic Ecocentrism is a bit of a cost as well, especially since Anthropocentrism is particularly powerful with the new pop growth mechanics.
petruxa  [developer] Aug 12, 2021 @ 6:15am 
Originally posted by VintageDot:
Was playing game with friend and he said that upon putting thermal borehole on a planet he did not get the deep core engineer jobs. Just the habitability decrease.

Also I can not terraform planets on our current save, is that a conflict caused by updating midsave?

In order to check it, I started a game with Thermal Borehole already built. As you can see on the screenshot below, there are +3 deep miner jobs available in Specialist section of Population bookmark in planetary interface

https://gyazo.com/ff8b41dc62957d9c17620379d1f407c3

Tell your friend to try disable all other mods, he uses, and check again.
Реван Aug 12, 2021 @ 10:04am 
Предложение по стоимости этик - можно ли вместо 2 за обычную 4 за фанатичную у оригинальных и 1/2 у ваших этик сделать везде 1 за обычную и 4 за фанатичную этику?
Mohreb el Yasim Aug 13, 2021 @ 10:52am 
Just a little idee, Ecocentric empires shoul be able to do the pacify projects (the ones pacifists do)
PiFi Aug 13, 2021 @ 12:53pm 
Originally posted by Mohreb el Yasim:
Just a little idee, Ecocentric empires shoul be able to do the pacify projects (the ones pacifists do)
Or have an optional civic including that option, as well as giving them a CB against empires that killed Tiyanki/Amoebas recently (if it doesn't exist already). Really make the ecological crusaders a thing.
Mohreb el Yasim Aug 14, 2021 @ 2:19am 
I found it strange that if i have an ecocentric empire Keepers of harmony, Defenders of Nature and Natural Heritage (so blockers are extremly good for my empire) the automation on planets still tries to clear them ... making thease type of empire not be able to use that feature ....
GoblinEngineer Aug 17, 2021 @ 9:35am 
I'm not sure if you're aware, but the Slave Gene added with the Slave Race civic seems to be broken. The description of the trait states "Resources from [pop] jobs: +15%", however the modifier the pops are actually receiving is 2.5%. Could you clarify which is supposed to be correct?
CrimsonShrike Aug 19, 2021 @ 7:06am 
I was using machine cult the other day but didnt start with additional buildings or with robot pops. Did I misunderstand the civic?
GoblinEngineer Aug 19, 2021 @ 3:46pm 
Originally posted by CrimsonShrike:
I was using machine cult the other day but didnt start with additional buildings or with robot pops. Did I misunderstand the civic?
I'd double check your origin. Some of those civics cause issues when combined with some of the origins in many mods.
petruxa  [developer] Aug 20, 2021 @ 6:20am 
Originally posted by CrimsonShrike:
I was using machine cult the other day but didnt start with additional buildings or with robot pops. Did I misunderstand the civic?

Try to turn off all other mods you use, and check again. If it's still an issue, then report back here, please.
Doge Aug 22, 2021 @ 7:59am 
can you change the special buildings to pop requirements instead of a specific government building so mods that change the government building like additional vanilla buildings
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