Stellaris

Stellaris

We've got a policy for that
154 Comments
Satsuki Shizuka 五月靜 6 Jul @ 2:28am 
@Energywelder
Can attest that adding a second closing bracket in line 273 and deleting the closing bracket on line 289 fixed the problem.
Energywelder 24 Jun @ 9:33am 
@blue macaw

missing closing bracket after line 273
erroneous closing bracket on line 289
Blu Macaw  [author] 18 Jun @ 2:48am 
It's ok. If you want to upload a screenshot to say imigur and link it here I'll take a look. Even knowing which policies in particular are effects could be helpful. I can't promise I will be able to fix it since I didn't mod anything new for a long time, but I'll try.
hydra 18 Jun @ 12:29am 
Apologies for not being more descriptive earlier, it was late at night. It's been a bit tricky to pinpoint exactly what might be causing the issue. If it helps, I’m happy to upload a screenshot to give you a view to see what might be missing
Blu Macaw  [author] 17 Jun @ 1:03pm 
That says about nothing. I am unable to predict game changing in-game flags and cannot change that without feedback since I don't play the game myself anymore, especially not modded one.
hydra 17 Jun @ 12:29pm 
Found a few blank policies
Blu Macaw  [author] 8 Jun @ 1:54am 
Well that's exactly what I did when I first replied to you. So it should be working since yeserday then.
Satsuki Shizuka 五月靜 7 Jun @ 7:19pm 
Hey Blu;
I took the liberty to try my hand correcting this. Simply changing the pop_growth to "logistic_growth_mult" seemed to work as intended. Granted, the way how pop growth works is different in 4.0, but for the effect of the policies, it's working as intended. Looks like the fix will be easy.
Blu Macaw  [author] 7 Jun @ 10:14am 
It's possible this changed quite some time ago when they added logistic celling modifier. I presume previous one has been replaced with this. I can't promise it will work, but I added this new modifier on top of old one, so it will work with older versions and maybe it can fix this issue in current ones. But that's as far as I can go, if that doesn't help, it would take too much effort to relearn the system.
Satsuki Shizuka 五月靜 4 Jun @ 8:18pm 
Been testing this: The policies affecting fertility rate now don't "work" in that they no longer modify pop growth. Maybe the term got changed there. Care to have a look?
Blu Macaw  [author] 8 May @ 4:42pm 
You should be able to use the old version of the mod without issues I believe. Normally I upload version change so people don't fear it's broken, but I've got a new computer, and game client isn't detecting all my mods correctly so it's kind of hard to deal with it. Plus I don't actively mod anymore. If it doesn't turn on at all somehow please let me know and I'll try to find time to fix it.
Kill Jester 8 May @ 9:00am 
4.0 Ready? Love this mod
ケイデンスKeiNodens 14 Feb @ 3:47am 
thank you for the update!
arieviloj 14 Jan @ 12:31pm 
im curious about your recent update its just a version game compatibility? tnx
Blu Macaw  [author] 9 Jul, 2024 @ 10:44am 
Sounds fairly reasonable, if I ever go about updating this mod, which isn't very likely, I will take that into consideration. Might be also healthy for AI so that they don't spirial out of control.
Gabriel Cooper 9 Jul, 2024 @ 8:57am 
Do you think adding neutral options that don't do anything would be possible? that way you won't be forced to always take a downside and end up having economical issues thanks to it.
The_Illusive_Man22 9 Jun, 2024 @ 5:12pm 
Thanks @Blu Macaw, i will contact some modders in the Den if they are willing to help me!
Blu Macaw  [author] 9 Jun, 2024 @ 5:02am 
I am glad you like the premise of it, however, as I said many times before, in order to balance it better I would need to devote time to do so and I just don't have enough of that in my free time, it would take way too much testing to be sure. That being said, you should be able to make a copy of the mod in the game files and you can easily adjust modifiers to your liking, that's the only advice I can offer as of now.
The_Illusive_Man22 8 Jun, 2024 @ 10:46pm 
I really like the mod, but i have to tell, is performance heavy at the long run and can nuke your economy if you are not careful. Is there a way to limit the performance impact and maybe rebalance the economic aspect (becasue it is ridiculous that i have 3 dyson spheres and they only produce 30 energy due to the economic weight of the policies)
Blu Macaw  [author] 2 Jun, 2024 @ 10:02am 
Sort of. I have added more balanced AI weighting so that they don't accideantly go into a death loop a long time ago, but even then their economy might be slightly underperforming. That being said if you are playing on any difficulty that grants AI economical bonuses, even minor ones, it shouldn't be a major issue I believe. But as I said countless time, I don't play with mod much so I am never sure about long term balancing, I can just advise caution and to make an extra save file.
Ivan Teurer 2 Jun, 2024 @ 9:40am 
what about the AI, is this going to mess them up?
Blu Macaw  [author] 26 May, 2024 @ 2:30pm 
I believe so, it just adds a bunch of new policies so you should be fine adding or removing from existing game. You might want to be careful though, default settings are going to cause your economy to be a bit worse, if you change a lot of policies and decide to remove the mode the same might happen. Otherwise safe as far as I know.
Ivan Teurer 26 May, 2024 @ 12:25pm 
savegame compatible?
Russian Bear 15 Apr, 2024 @ 7:44am 
Very unbalanced, my colonists like 120% happy and that is not even all of "good" policies chosen.
Even unemployed pops like 80% happy, even slaves are happy. Such a happy state xD
Make planet revolts and instability impossible to occur.
ShinyNobody 11 Feb, 2024 @ 12:05am 
Thank you for the answer. thank you for keeping it alive:Hire:
Blu Macaw  [author] 10 Feb, 2024 @ 7:13am 
Any change without hours of tidious work and testing will result in players' economies breaking in their opinion for no reason or otherwise due to a bad patch. Since we don't use the mod ourselves anymore really, it's best it remain as it is, stick with the devil we know as the saying goes.

If the mod gets major update one day I will look back into balancing, for now I just try to keep it updates and compatible.
ShinyNobody 10 Feb, 2024 @ 6:41am 
Love this mod. But "doom stacking" with like happines happens fast. Maybe you could lower and or change arround some bonuses. or make some effekt only some job type (ruler worker specialist).
Cúchulainn 19 Dec, 2023 @ 11:07pm 
@Blu Macaw , I feel like the Hit to Monthly Credits are a bit too much , as all the policies stack together and cause issue. Is there a way to tweak the numbers to be a bit less stringent on -% Monthly Credits?
Cúchulainn 30 Nov, 2023 @ 1:46pm 
Thank you for updating this @Blu Macaw!
Blu Macaw  [author] 11 Apr, 2023 @ 4:48am 
Judging from the link that mod was made half a year later and has different approach to policies. It also appears to be updated less often, but this likely doesn't matter other than for alert symbol when lunching mod which all it does is detter some people from using mod that still works otherwise, at least in that case.
toradrow777 10 Apr, 2023 @ 2:20pm 
What's the difference between this and SeanMungo's More Policies Pack?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1948755408
Francisco 26 Mar, 2023 @ 12:33pm 
[20:26:22][policy.cpp:498]: Could not get a valid policy option in policy group Economic Stance for XuraCorp
Francisco 26 Mar, 2023 @ 12:23pm 
Is economic stance one of your policies?

The error log is showing a lot of npc factions are requesting a policy, such as pirate factions, leviathans, mineral machines, etc
Zanoss 3 Jan, 2023 @ 9:12am 
A very good mod !
Blu Macaw  [author] 27 Sep, 2022 @ 3:28am 
I haven't seen anything new that would make it incompatible.
skuphed sorcerer 26 Sep, 2022 @ 6:45pm 
is this compatible with the most recent update?
Blu Macaw  [author] 19 Aug, 2022 @ 1:35am 
Unfortunately not, that would require a lot of workarounds, probably through event system, which is likely time consuming to implement and also not very intuitive for players.
I am Your Sandwich 19 Aug, 2022 @ 12:46am 
If we have a policy for everything does that mean we have a policy to add custom policies?
Blu Macaw  [author] 6 Jul, 2022 @ 4:20pm 
Well the mod is update again and it works flawlessly for me. If the issue persists I suggest you check your other mods, verify game files or check if there isn't some incompatible software.
arieviloj 6 Jul, 2022 @ 11:40am 
CRASH
TO
DESKTOP
Blu Macaw  [author] 6 Jul, 2022 @ 4:26am 
I don't know what a CTD is, but I more or less try to keep mod updated, sometimes I'm just late and sadly the * technique to keep it updates on its own does not work for me.
anitachall 5 Jul, 2022 @ 6:53pm 
It seems like this mod being outdated now is causing CTD upon loading to the main menu or loading up a save.
Blu Macaw  [author] 30 May, 2022 @ 3:26am 
Well language is dated to February 2019 and now I'm studying, actually lectured in English so I guess there's a pretty massive gap, yeah. But I’m sorry to say there won’t be another massive update ever most likely and while I might fix some localization one day, it won’t be soon. But I'm glad you are enjoying it, for what it was back in the day.
Arman18 29 May, 2022 @ 7:34pm 
this is one of my favorite mods, but the English and its grammar is not good, no offense. I would understand if the creator of mod does not speak it as a first language, so would be willing to help. I recommend adding policies that involve biosynthetics/transhumanism, eugenics, taxes, UBI, cybernetics, languages, banking, civil rights, pension plans
Mythomaniac Gremlin 13 May, 2022 @ 2:33am 
I agree with the previous commentor, I love the variety this adds but the effects need some work. Just as an example I think it would be more useful to replace the flat happiness boosts/deficits with other conditions that would tie into the happiness of someone based on their ethics. Thanks for the update!
ShinyNobody 25 Mar, 2022 @ 1:11pm 
I really like the mod but some impacts are a little strong. i just started a rund and had like 30 stabilty and everyone was unhappy. I even fear that some ai maybe ruining themself. Like death penality -30 happines. ohhhhh boy.
Blu Macaw  [author] 19 Aug, 2021 @ 7:43am 
There was a massive update. Everything should work smoothly but I didn't work with bigger mods for some time. If there are any issues please notify me here. Other than that I hope you enjoy this long requested update.
Blu Macaw  [author] 24 Apr, 2021 @ 4:49am 
Short answer no. Long answer, only a few policies or in fact only a few variants of those are impacted by ethics, most are free to choose for all empires. No new ethic you get from any mod will give you a boost or allow new path, you will only get restricted if you miss a specific one from vanilla. That should be exhaustive list of what you should expect while using this with different modes. And that’s only if everything is up to date as now I only keep the lights going.
TheyCallMeVincenzo 23 Apr, 2021 @ 7:11pm 
Is there any compatibility for Ethics and Civics so your choices in that mod affect what you can choose in this?