Stellaris

Stellaris

Ethics and Civics Classic (4.0 Fixed*)
Working Bug Report List [3.12.1]
TL;DR
This is a personal list that I will be updating as I see civics that are either broken, under-powered, or are in need of compatibility improvements.

Long story up front, this is a personal list of encountered issues with the patch for the current version. While it Runs Now, which is better than a few days ago, there are a notable amount of different civics that remain broken or are otherwise non-viable.

Purpose
The Purpose of this thread is to address what is Broken, what needs Improvement, and what needs Updating.


Broken
A list of features that clearly were broken by the patch

▫️Civic (Astro-Mining Drones) no longer grants a (Astro-Mining Bay) and only deletes the Solar Panel Network.
▫️Text for the Starhold Mining Bay building yielding minerals is broken (sm_mining_bay)
▫️Replicator Buildings provide Drone Jobs instead of Worker Jobs, leading to Civilized Robots not knowing how to do the robot properly.
▫️The Cultists for an unknown reason have on at least two separate occasions bugged out, triggering the Board Flagship prompt without a research site, and before the ships are destroyed.
▫️Machine Intelligence(s) on the Habitat Origin are producing Consumer Goods with one of the yielded jobs and their Administrators consume them. As these are the non-sentient version, they should not be producing goods, instead only producing alloys.
▫️Food and Population Growth technologies are not properly suppressed or restricted for both Machine Empire types, delaying access to important Population Construction Speed technologies.
▫️The Modular Synthetic Ascension causes Specialist and Ruler pops to be unemployed. This is caused when a new template is created, as the new pops will grow with your template rather than the old, resulting in them breaking ranks to participate in the highest priority jobs to the detriment of the economy.
▫️The Mercantile Diplomatic Stance is restricted behind the Financial Elite Civic. This was likely to bypass other restrictions as a "One of the Following" that was improperly coded. This is considered a bug/broken as it essentially makes a DS restricted to a single civic.

Improvement Proposals

▫️Civic (Astro-Mining Drones) is a double-dip depletion of Drone Output as it reduces Minerals & Energy from Jobs, but it also applies a -50% Menial Drone Output. This results in a Significant decrease in viability.
▫️▫️Recommendation: Given the definition of the Civic, "Its menial drones perform poorly in planet-side tasks. it is recommended to remove the job output malus and maintain the menial output malus. When considered with Arc Welders, this Civic can be a great thematic pick.
▫️▫️Rationale: The rationale for this change is because of the notable decrease in overall output. In a test, mineral output went from 32->39 without->with, and energy went from 51->2 without->with. I consider hitting both base output and menial job % at the same time to be potentially excessive

▫️Policy Centralized Authority is a weaker cousin to Federalized Authority in the new patch and meta concepts as only FA provides a means of reducing Empire Size.
▫️▫️[u[Recommendation[/u]: Provide Centralized Authority a -33% Empire Size modifier from population and a +50% Empire Size modifier from Systems.
▫️▫️Rationale: At present, Federal Authority is far stronger than a measly +0.5 influence in exchange for a whopping +25% Empire Size (Entire), making it a Terrible pick for any build. Instead, if we take the mindset of these being Tall vs Wide, giving them incentives for their play styles makes more sense. Tall likes mega-projects and wide likes planets when boiled WAY down.
▫️▫️▫️▫️Secondary Proposal: Consider adding a +15% Empire Size from pops and a +50% Ethics Divergence penalty to Federalized Authority. A weaker central government tends to mean a weaker central purpose. Super simplified since Interstellar Geopolitics is not my Sunday Evening cup of homebrew.

▫️Civic Rockbreakers is a back line Civic compared to some of the others when it comes to meta or theme considerations. For only a +1 mineral from miners, it is weak.
▫️▫️Recommendation: A shift from +1 to +2 minerals from Miners would be a good start. Throw in the first Mining tech and Exoskeletons and suddenly you have a very viable Civic to justify picking at start even if you reform away from it later.
▫️▫️Rationale: Fairly self-explanatory, when picking starters, things like unity and construction cost or pop growth rule the seas. Giving an economic output advantage that can justify slowing down ascension or getting more jobs is vital for making any Roleplay traits the time of day. I would give it mining station output too if (Astro-Mining Drones) did not exist (Albeit Broken right now...).

▫️Economic Policies exchange 25% for 15% increase instead of 25%-25% base game, likely due to the code of policies being carried over.
▫️▫️Recommendations: Adjust this to base game allocations while keeping the ethics attraction.
▫️▫️Rationale: I see no reason to not match base game on this, especially since this mod's philosophy tends to be Bigger is Better.
Last edited by [TMF] Scipio_Merc; May 23, 2024 @ 1:21am
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Showing 1-14 of 14 comments
Gorol May 16, 2024 @ 6:53am 
hey
ive got the sm_mining_bay incorrect text, but i dont have this mod (ethics and civics). i think its Expanded Starbases but i cant find the issue in the mod files. i had a similar issue with Real Terraforming mod, incorrect text, which was a missing $ in the english localisation txt file but i cant find the issue with this one. Will keep looking, that kind of issue bugs (!) the hell out of me immersion wise. i found your post by searching for sm_mining_bay but it seems no one else has noticed yet
[TMF] Scipio_Merc May 17, 2024 @ 8:41pm 
Originally posted by Gorol:
hey
ive got the sm_mining_bay incorrect text, but i dont have this mod (ethics and civics). i think its Expanded Starbases but i cant find the issue in the mod files. i had a similar issue with Real Terraforming mod, incorrect text, which was a missing $ in the english localisation txt file but i cant find the issue with this one. Will keep looking, that kind of issue bugs (!) the hell out of me immersion wise. i found your post by searching for sm_mining_bay but it seems no one else has noticed yet

It is either that, or base game. Either way, a definitive bug on localization.


Bug Report (5-17-2024)

Machine Intelligence(s) on the Habitat Origin are producing Consumer Goods with one of the yielded jobs and their Administrators consume them. As these are the non-sentient version, they should not be producing goods, instead only producing alloys.
[TMF] Scipio_Merc May 18, 2024 @ 12:06am 
Bug Report (5-18-2024)

Certain Technologies regarding things like food output and population growth are unrestricted for both Machine Intelligence as well as Machine Societies that should otherwise be suppressed by other technologies. This is either an issue of the base game, or a factor of speedy implementation of the current localization(s).

While minor, having research options for a Machine Empire taken up by food and population growth technologies that should either be bypassed or suppressed until biological populations are acquired is a detriment to the competitive capacity of Machine Empires in general.
[TMF] Scipio_Merc May 18, 2024 @ 12:18am 
Bug Report (5-18-2024)

It would appear that there is an error with the Synthetic Ascension, as it causes Specialist and Ruler pops to be unemployed. This is caused when a new template is created, as the new pops will grow with your template rather than the old, resulting in them breaking ranks to participate in the highest priority jobs to the detriment of the economy.
[TMF] Scipio_Merc May 23, 2024 @ 1:20am 
Bug Report (5-18-2024)

The Mercantile diplomatic stance is restricted behind the Financial Elite civic. This is a very likely error as what was most likely intended is that the original modder intended to have Financial Elite as a civic bypass any of the exclusions as a "One of the Following Must Be True" path, allowing Isolationists and the Purge civics to have their merchants internally.
Coggernaut  [developer] Jun 7, 2024 @ 10:04pm 
Thank you for posting this, I'll be checking on these bugs tonight. First doing some code-optimization and reducing dependency on Vanilla
Realuser30 Nov 10, 2024 @ 2:41pm 
Hi,

i found an problem with the "Imperial Cult" civic. After using the ethic to turn my ruler immortal the game crashes if i open the council.
Coggernaut  [developer] Nov 11, 2024 @ 7:27am 
Originally posted by Realuser30:
Hi,

i found an problem with the "Imperial Cult" civic. After using the ethic to turn my ruler immortal the game crashes if i open the council.

Yes, I saw this bug reported on our discord. I'll investigate into this when I have time, but the bug is recorded
Hi, I think I found an issue with the "Idyllic Bloom" civic that requires either "Ecocentric" or "Fanatic Ecocentric" ethics but enabling either ethic doesn't allow "Idyllic Bloom" to be chosen.
Coggernaut  [developer] Mar 1 @ 11:49pm 
Originally posted by PracticeMeGood:
Hi, I think I found an issue with the "Idyllic Bloom" civic that requires either "Ecocentric" or "Fanatic Ecocentric" ethics but enabling either ethic doesn't allow "Idyllic Bloom" to be chosen.

Could you post this bug on our discord so we can track it? (If you have not already)
I don't know if you've heard this before, but it's impossible to select the base Corporate authority, as it doesn't recognize when Cooperative or Competitive are selected. It's impossible to select the Criminal Heritage civic for the same reason.
Coggernaut  [developer] Jun 4 @ 5:01am 
Originally posted by Jaysus273:

Quick and dirty fix, I just added:
AND NOT = { has_origin = origin_payback }
To all jobs with your PrimPlayer_situation tag which aren't specifically available from the regional capital upon starting - it didn't feel appropriate for pre-FTL jobs to be not only available, but forced (can't decrease job priority for them) for an origin that starts with FTL already available.

I believe the bug is caused by you using the "Through the Ages" situation to track the payback situation, keeping the early space age tag on the player until it's completed.

I'll investigate the fun here. You're not the first to say it's disruptive. It's supposed to be an overflow job, bot take priority
Last edited by Coggernaut; Jun 4 @ 5:02am
Coggernaut  [developer] Jun 4 @ 5:02am 
Originally posted by holdenapope:
I don't know if you've heard this before, but it's impossible to select the base Corporate authority, as it doesn't recognize when Cooperative or Competitive are selected. It's impossible to select the Criminal Heritage civic for the same reason.

I was playing corporate civic last night, are you running other mods?
Playing "Science Directorate" civic now. There is "Researchers also produce +1 Unity" note, but there is no unity because there is no Researchers, only Science Directors from a civic and new Physicist, Biologist, Engeneers.


EDIT 1: I looked at other similar civics. Found same note in "Cyber Democracy", "Cyber Dictatorship". I checked civics list for similar and I got a little carried away:

-- JOB PRODUCE --
Relevance check
- "Cyber Democracy" -> "Researchers also produce +1 Unity" not working
- "Cyber Dictatorship" -> "Researchers also produce +1 Unity" not working
- "Divine Council" -> "Priests also produce +1 Unity" not working, High Priests are added instead of Polititian replacement, but there is section lower down in post for that. Also there is no priests because Temples gives Bureaucrat jobs in new update...
- "Theocratic Republic" -> "Priests also produce +1 Unity" not working and other Priest bugs...
- "Star Settlers" -> "Colonists also produce 8 Unity"
- "Wasteful Consumerism" -> "Clerks provide +1 Trade Value and Amenities" but they don't. Artisians and Entertainers works fine.
- "Stratocratic Republic" -> "Capital buildings replace some Polititian jobs with Commanders..." exept there is no replacement, they are just added, and they provide less unity.

Note update
- "Circular Economy" -> "Specialist spend -1 Minerals..." needs to be replaced with "Specialist spend less Minerals" or something other.
- "Defenders of Nature" -> "...spend -1 Minerals..."
- "Ecocentrist" ethic -> "...spend -1 Minerals..."
- "Ecotopia" -> "...spend -1 Minerals...".

-- ELITE REPLACEMENT ---
Previously mentioned "Cyber Democracy", "Divine Council", "Stratocratic Republic" and others. I didn't look for all civics, that make Polititian replacement, but there is tendency for civics to just add new jobs instead of replacement.
- "Void Dwellers" origin completely without any elite jobs, except you add it trough elite replacement civics.
- Polititian job have an unemployed icon.
- Original "Technocracy" somehow adds two different jobs of "Science Directors", ones that 200 pops gives exactly same output as other 100 pops, but also with additional Unity.
- Also there is wrong pop quantities in notes for those elite.
p.s.: "Militant Zealots" replaces Priest aka Bureaucrats with Templars just fine somehow...

-- POP QUANTITIES --
Relevance check
- "Agrarian Idyll" -> "Agrarian districts provide +1 Housung" instead of +100 Housing providing +400 Housing and +100 Farmer jobs.
- "Ecotopia" -> "Regular ... blockers provide +2 housing. Heavy ... provide +4 ... " but they provide +300 and +600 respectively Also there "City Districts provide -1 Housing" but they dont.

Note update to fit new pop quantities, for example "+1 Housung" to "+100 Housung"
- "Agrarian Idyll" -> "Farmers also produce +2 Amenities"
- "Ecotopia" -> "...planetary blockers ... provide +1 Natural Guides jobs ... +2 Culture Workers and ..."
- "Labor Unions" -> "... districts provide +1 Housung"
- "Social State" -> "... districts provide +1 Housung"
- "Syndicalism" -> "... districts provide +1 Housung"
- "Police State" pop effects works as intended but needs pop quantities update.
- "Social State" pop effects works as intended but "Capital Buildings provide Medical Workers jobs" dont working and needs pop quantities update.
- "Slave Race" and "Societal Symbionts" -> "Start with 12 pops of .. another species"
- "Eager Explorers" and "Privatized Exploration" -> "Start ... with 10 fewer pops than normal" but there is no way it is in original game, right? Works as intended.

-- OTHER --
Relevance check
- "Oppressive Autocracy" -> "Only Elite jobs can produce Amenities" but also clerks and civilians. Maybe worth to note "Forbids Holotheaters and Medical Centers". "Only Elite jobs have Amenities upkeep" but no one does have it.
- "Mining League" -> "Mineral Purification Plants provide +1 Polititian" but they don't.
- "Machine Cult" -> "Starts with Robotic Workers technology, 4 robotic pops, and Mecha-Monastery and Robot Assernbly Plant buildings" but there is no any of that exept Robotic Workers tech.

Note update
- "Efficient Bureaucracy" -> "[bureaucrat.GetIcon]..." instead of actual icon and plural name
- "Private Prospectors" -> "📈: -33" where 📈 is just Traders job icon.


EDIT 2: Don't know what is from original game an what from mod, still trying to find out myself and filter only important civics. For now, I'm constantly editing this post until I write "EDIT 3"

EDIT 3: That's a little overboard from me... but I hope it will help.

EDIT 4: Copy-pasted that post to main bug report disscussion, because I did it all too fast
Last edited by 🐾EnriadХодор🐾; Jun 10 @ 7:41am
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