Stellaris

Stellaris

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Corp Compatible Civics (< v2.6 Only)
   
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4.068 KB
23 Dec, 2018 @ 11:07am
10 Mar, 2020 @ 1:36am
5 Change Notes ( view )

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Corp Compatible Civics (< v2.6 Only)

Description
Status of this Mod
Given the impending release of the Federations xpac, I am considering this mod obsolete and will not update it further. To the best of my knowledge it should have no issues with versions 2.5 and below (but other issues have prevented me from fixing that).

Description
Minor tweak/fix that changes Mechanists and Syncretic Evolution to be compatible with a Megacorp government, and changes Post-Apocalyptic and Life-Seeded to be compatible with both Megacorp and Gestault Consciousness.

(Inspired by being unable to reform my empire into a corporation because I'd started with the Post-Apoc civic.)

Known issues:
- Post-Apocalyptic doesn't work with machine empires: it will try to assign the "Survivor" trait to robot pops and won't let you remove it, but that trait is only valid on biological pops.

I have not thought overlong on the balance implications of this change.

Will disable achievements due to file checksum changes. Contains new files that override specific portions of common/governments/civics/00_civics.txt and common/scripted_effects/01_start_of_game_effects.txt.
21 Comments
LowBeyonder  [author] 10 Mar, 2020 @ 1:41am 
Finally fixed the version tag on this when I realized the downloaded mod from the workshop was just a zipfile.

Somehow I am a professional software developer and I promise I am very smart.

Anyway I do not intend to update this any further for Federations since that will probably completely change the way start of game effects are done.
LowBeyonder  [author] 9 Dec, 2019 @ 1:17am 
The hard drive with the data is fine, just highly inaccessible (in a desktop tower in a storage facility). I'll probably try to find it in the next week or so and at least pull the drive to hook up to my laptop.
samsockeater 8 Dec, 2019 @ 9:36am 
you going to be bale to get the source doe back or you just screwed? is annoying when you can't work on your own stuff
LowBeyonder  [author] 5 Nov, 2019 @ 12:43pm 
See the update note in the description. Is there a bug with the new version?
assistant Frost, Science team 5 Nov, 2019 @ 9:31am 
man i wish this could get update
[objectObject] 11 Jun, 2019 @ 8:08am 
No problems man, thank you for atleast trying to find a solution ;)
LowBeyonder  [author] 11 Jun, 2019 @ 7:57am 
I spent some time trying to sort out the mod conflict, but I haven't figured out how to get both start-of-game events to fire correctly, so it's likely to be an issue for a while unless I have a sudden revelation. Sorry. =(
[objectObject] 24 Apr, 2019 @ 9:30am 
Alright, thank you!
LowBeyonder  [author] 24 Apr, 2019 @ 8:25am 
No promises, but I'll poke around at it. If I'm lucky it's similar to the Rogue Servitor + Life-Seeded fix, but I'll have to dig in and make sure that mod and I aren't stomping each other in start-of-game effects.
[objectObject] 21 Apr, 2019 @ 4:38am 
Hey man, I know this is a compability issue between two mods but could you look into this one please? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1492025820

I want to play as a synthetic authoritarian empire that has a biological syncretic species from the beginning on. But when I choose to play as a synthetic the syncretic species will disappear.

Again, I can understand that this is rather a specific bug that might take too long for you but I would appreciate if you would look into it.