Stellaris

Stellaris

Venture Politics
276 Comments
TheCreepOfWar 1 Jun @ 8:18am 
All good, I just wanted to make it aware to people that it may break the game. I appreciate your work, can't wait to see what happens with this mod in the future :)
Hansetron  [author] 1 Jun @ 1:06am 
@TheCreepofWar
4.0 changes so much stuff I doubt many 3.14 mods that touch anything planet-economy work without an update. There are so many changes to the game (and balance is such a mess right now) I'm not really sure what to do with this mod right now.
TheCreepOfWar 31 May @ 3:33pm 
This mod does not work for 4.0, breaks generator districts, not sure what else
ItsDaKoolaidDude 24 Mar @ 2:17pm 
This been updated recently or it still working?
MrFunEGUY 14 Jan @ 3:50pm 
Hey Hansetron, just noticed that your arcology leisure district is out of date. Not sure if anything else is right now. The triggered job modifiers on it have been replaced with an inline script in vanilla, which should make compat easier for the future.
Hansetron  [author] 3 Nov, 2024 @ 10:20am 
@GoddessGaming1520
I've been pretty busy this fall but i intend to have my mods updated from 3.12 to 3.14 this week.
GoddessGaming1520 2 Nov, 2024 @ 3:21am 
update?
Snooppug716 28 Apr, 2024 @ 10:52pm 
Thank you my friend for the answer
Hansetron  [author] 28 Apr, 2024 @ 4:49pm 
@Snooppug716
No, that was not this mod. The name is too generic for me to tell you which mod you might be thinking of.
Snooppug716 24 Apr, 2024 @ 10:29pm 
Did this mod have the Military Industrial Complex Civic for corporations? If so, could it be added back? It was so fucking fun.
TTV_BoxFoxMerl 2 Nov, 2023 @ 12:12pm 
i noticed a small issue... this mod doesn't take into consideration the new change to pharma state, where you get an extra med worker
Hansetron  [author] 19 Oct, 2023 @ 2:34pm 
@Stama
I can go in game and select it myself. What you likely have is a mod conflict; defining a new trade policy option creates compatibility issues with any other mod that also redefines trade policy options. You may wish to consider adjusting the load order.

My hands on this are tied until the devs change the structure of these files.
Stama 19 Oct, 2023 @ 1:30pm 
Scientific syndication doesnt work i cant see the policy.
Grendain 18 Oct, 2023 @ 2:03pm 
Gooooood mod. again compatible for 3.9 ?
Hansetron  [author] 8 Oct, 2023 @ 5:19pm 
@MrFunEGUY
No worries, with the scope of this mod it's hard to find every little detail. I appreciate it. Should be fixed now.
MrFunEGUY 8 Oct, 2023 @ 5:11pm 
Oh oops, very sorry, but noticing another issue in that the leisure district also is missing civic_warrior_culture stuff that is in vanilla. I dont know if thats intentional.
Hansetron  [author] 8 Oct, 2023 @ 3:45pm 
@MrFunEGUY
Thanks for pointing that out, fixed.
MrFunEGUY 8 Oct, 2023 @ 3:35pm 
Yep, it's only the leisure district, sorry.
Hansetron  [author] 8 Oct, 2023 @ 3:15pm 
@MrFunEGUY
is it anything besides the leisure arcology? That's the only district this mod touches which i can see has any reference in the vanilla code.
MrFunEGUY 7 Oct, 2023 @ 1:23pm 
Some districts needs to be updated to reflect the new civic_dystopian_society restrictions.
Hansetron  [author] 26 Sep, 2023 @ 11:57am 
@Peasant Unit
Thanks for pointing that out, all fixed.
Peasant Unit 16 Sep, 2023 @ 11:00am 
I think the mod is not compatible with the new mutual aid trade policy, because when i have the mod installed, i'm unable to use it (even though i have the civic), and when i uninstall it, the trade policiy appears again.
Lokki 25 Jul, 2023 @ 6:24am 
would it be possible to add a megacorp version of the new oppressive autocracy civic?
Hansetron  [author] 11 Jul, 2023 @ 11:04am 
@Sindusk
Thank you, I will try to update this soon!
Sindusk 11 Jul, 2023 @ 3:01am 
In starbase_buildings, this mod is using a very outdated way of handling the trade value from Offworld Trading Company buildings. This is causing some minor issues with mods such as Expanded Starbases which add more starbase building slots, where having too many will nullify the effect. I would like to kindly ask a review of how that building for the effect for the Trading Civic fleet on that building, using "mult = value:num_starbase_modules_of_type|TYPE|anchorage|" instead. This will help with mod compatibility. Vanilla effect is also updated and using a similar method and should be updated in this mod as well.
Hansetron  [author] 1 Jul, 2023 @ 3:51pm 
@skyguy5
I've played many games in 3.8 with this active. This mod doesn't touch the right files to affect resources. I would suspect another mod is causing your issue.
skyguy5 1 Jul, 2023 @ 11:53am 
When installed in Gemini, resources do not accumulate.
Mr. 3 Jun, 2023 @ 12:43pm 
WOOOOOOOHOOOOOOOOOOOOOO Ive been waiting for this so much!!!
Hansetron  [author] 1 Jun, 2023 @ 6:29pm 
@Dart Monke it's been handled with the Consumer Culture civic. Enjoy!
Ethan46115 31 May, 2023 @ 10:32am 
Can't wait for the 3.8 Update!
Mr. 19 May, 2023 @ 3:28pm 
can we get merchant guilds council copy?
Hansetron  [author] 12 May, 2023 @ 10:16am 
Because someone would ask: I have to travel out of town for about two weeks, but when I'm back at the end of the month I'll push an update for 3.8, don't worry.
Hansetron  [author] 15 Apr, 2023 @ 11:23am 
@Vectorial1024
Unfortunately, because of the way the base clerk is defined, it's not really possible to avoid mod conflicts when dealing with them. You should be able to switch the load order and get the Clerk Policies Mod to work while forsaking the Founder-CEO cult civic.

Unlike, say, miners, I can't just add resource output to clerk via modifier; there isn't even a planet_clerks economic category by default. This is just the limitation imposed on me.
Vectorial1024 15 Apr, 2023 @ 4:56am 
Hi there! It seems this is conflicting with the Clerk Policies mod: the effects from Clerk Policies disappears when this mod is enabled.

(Posted at around 1 month ago in the Bug Reports section but am not getting any response)
anvaho 13 Apr, 2023 @ 1:12pm 
Amazing mod, but I think the Maniacal Monopolists is rather overpowered. Getting access to both Total War casus belly AND being able to still do regular diplomacy with most empires is strong all by itself, so the buffs that come along with it seem rather too powerful. Maybe reduce the Ship Build Cost benefit to -10 %, the naval cap bonus to +15 %, and reduce the ones affecting Branch Offices to 10 % each? Doing that would still make for a quite powerful civic, but less absurdly strong.
Hansetron  [author] 9 Apr, 2023 @ 10:51am 
Thanks, patched.
MrFunEGUY 9 Apr, 2023 @ 12:03am 
Trade Policy needs to be updated for the Holy Covenant Policy
Hansetron  [author] 7 Apr, 2023 @ 10:26am 
@FETTRANZEN @Propagandalf
Thank you for pointing that out. It was a simple oversight when i was updating all the capital buildings for 3.7. Should be fixed now.

Apologies for the delay, I uploaded right before going on vacation.
Gandalf the Morally Grey 6 Apr, 2023 @ 6:30pm 
I'm not sure why, but this mod removes the build slots from tier 2 admin buildings. I had a few trait and species mods along with this one. no slots, removed this mod, slots returned.

Easily repeatable by starting voidborne origin.
#1Smitty Werben Jaggerman Jensen 30 Mar, 2023 @ 8:53am 
I've also posted in the bug report threat. With this mod enabled the building slots gained from upgraded capital buildings are denied. So u have just the amount of slotts u start with. The problem occured after the update of your mod.
MrFunEGUY 12 Jan, 2023 @ 6:57am 
I've posted in the Bug report thread.
Hansetron  [author] 28 Dec, 2022 @ 3:36pm 
@greensniperhat
@Peter34
Thanks guys. I'll fix it.
st1608 27 Dec, 2022 @ 8:09am 
Automated Workforce? How do you make a profit through the alienation of surplus value?) Any machine, robot or automaton is fixed capital, fixed capital transfers its value to the value of goods produced through several cycles of production, but it CANNOT create new value. Again, production-consumption is an inseparable process, a reduction in demand for live labor will lead to a drop in purchasing power and therefore a drop in demand for the goods produced.
Mass automation of production is the death of the capitalist mode of production. C'est la vie=)
Peter34 23 Dec, 2022 @ 11:12pm 
Yeah, I just got 2 unamed Corporate polities in my current game... I wondered if it was because of this mod.
greensniperhat 21 Dec, 2022 @ 6:01am 
heads up: your random_names still uses the lookup method, which was obsoleted in 3.6.
Stalwart 20 Dec, 2022 @ 4:03am 
Thanks for your work.
Hansetron  [author] 14 Dec, 2022 @ 12:26pm 
@Stalwart thanks for pointing that out, quick test confirms. I'll look into it.
Stalwart 14 Dec, 2022 @ 6:11am 
Looks like Employee Ownership doesn't give Shared Burden anymore
Peter34 7 Dec, 2022 @ 2:22am 
Okay, cool.