Stellaris

Stellaris

Citizen Faction (Retired)
47 Comments
小石头 25 Feb @ 12:03am 
非常好模组,爱来自中国:steamthumbsup:
FebHare 27 Feb, 2024 @ 6:19am 
@Machina Mystica Thank you for your hard work. Good luck with your new higher education!
Sunconure11 12 Jan, 2024 @ 12:54pm 
I decided to talk to the dev myself, and he is now far too busy, with future plans for going into medical school. He has hereby authorized anyone to take over his content.
FebHare 12 Dec, 2022 @ 5:11am 
@Machina Mystica Thank you!
Machina Mystica  [author] 11 Dec, 2022 @ 5:14pm 
Thanks FebHare! Should be working again!
FebHare 3 Dec, 2022 @ 2:35am 
Hello, I found some codes need update for Stellaris 3.6.

1: 00_progressive.txt has new demand and a parameter of has_migration_control is changed to "type" (from "value").
2: 00_citizen.txt use has_migration_control and has_population_control. These parameter is changed to "type" (from "value").
3: In 00_pop_faction_names.txt, "lookups" isn't used no longer.
Machina Mystica  [author] 16 Jun, 2022 @ 7:41am 
You're welcome! Please let me know if any other issues arise.
FebHare 15 Jun, 2022 @ 1:52am 
@Machina Mystica Thank you!
Machina Mystica  [author] 14 Jun, 2022 @ 3:24pm 
@FebHare, I went ahead and update the entire progressive file, so that should be all working. I noticed I hadn't updated the embrace faction cost for the citizen faction either so that has also been updated.
Machina Mystica  [author] 14 Jun, 2022 @ 7:16am 
Ah, thanks for finding those. I'll try to get another update out later today.
FebHare 14 Jun, 2022 @ 2:23am 
@Machina Mystica Thank you for update.
But I found there are some issues in 00_Progreessive.txt. Sorry for being persistent.

1: "is_potential" doesn't use "is_faction_allowed = yes", so Parliamentary System Civic won't unlock this faction.
2: "is_potential" doesn't check number of pops.
3: At embrace_faction action, cost is influence and potential checks is_subject_type.
Machina Mystica  [author] 13 Jun, 2022 @ 3:44pm 
@FebHare, sorry for the delay, I believe I have fully updated the mod now.
Machina Mystica  [author] 24 May, 2022 @ 3:22pm 
@The Destroyer of Worlds, as long as you are xenophobic and have sufficient pops to form the egalitarian faction the faction should be able to appear.
The Destroyer of Worlds 23 May, 2022 @ 2:32pm 
And does it appear within fanatic purifers?
The Destroyer of Worlds 23 May, 2022 @ 2:31pm 
What are the requirements for this faction to pop up?
Machina Mystica  [author] 23 May, 2022 @ 2:28pm 
@FebHare, thanks for the heads up, I'll try to get those fixed in the next day or so.
FebHare 23 May, 2022 @ 12:23am 
@Machina Mystica Thank you for update, but I found a few issues.

1: Faction name isn't comverted. It shows as "<citizen_names_1> <citizen_names_2>".

2: Events overwriting doesn't work, so factions.1.desc.citizen is ignored. Overwriting file's name must be before "faction_events.txt", in ASCIIbetical order (0, 9, A, Z, a, z).

3: "is_subject_type" is no longer valid. "is_subject_type = dominion" should be changed to "any_agreement = { agreement_preset = preset_dominion }".

4: Progressive faction has a new demand about subjugation policy. I am not sure citizen faction should have any demand about subjugation policy or not.

5: Many of new localisation keys are defined in vanilla (random_names_l_english.yml) already.
Machina Mystica  [author] 22 May, 2022 @ 2:18pm 
Should be fixed now, thanks for the heads up!
DrRitterstein 21 May, 2022 @ 12:55pm 
The Faction produces Influence instead of Unity and a ridicolous Amount of it too
FebHare 20 May, 2022 @ 3:33am 
Hello, I found Citizen Faction's name and effects are broken in Stellaris 3.4.
Name is shown as "<citizen_names_1> <citizen_names_2>". It produce many Influence (not Unity).
Machina Mystica  [author] 2 May, 2022 @ 10:12am 
@Sam Munroe; it will most likely stick around until the aliens go extinct. Egalitarian non-slave-non-citizens will default to the Progressive faction.
nora 30 Apr, 2022 @ 11:56am 
My empire has had xenophobe/fanatic xenophobe as an ethic the whole time.
nora 27 Apr, 2022 @ 9:00pm 
I conquered some planets with aliens on them, gave them residency and they spawned the progressives. Now I am neutering the aliens but the progressives are still around, just smaller than the citizen faction. Will they go away with time or am I stuck with these wannabe xenophiles?
FebHare 1 Feb, 2022 @ 12:33am 
@Machina Mystica No problem, and thank you for update.
Machina Mystica  [author] 31 Jan, 2022 @ 2:47pm 
Hey FebHare, I do apologize but I must have missed your message somehow. I went ahead and updated the mod.
FebHare 10 Dec, 2021 @ 8:06am 
@Machina Mystica No problem, but I found other issues about "faction_event.txt".
This file has updated from 2.8, so event factions.330 is disabled and manifesti faction is added in vanilla.
And not-disabled event factions.330 rose a few error at error.log.

Tentatively, I set a fix (write back faction_event.txt with vanilla one, and overwrite only event factions.1 and 2000) in My Japanese translation patch.
Machina Mystica  [author] 9 Dec, 2021 @ 4:53pm 
@FebHare Thank you once again for the assistance in maintaining this mod! I've been busy with this last semester but I went ahead and got all of those lines updated tonight.
Phantomcreator42 8 Sep, 2021 @ 6:26pm 
Hi so I was hoping I could get a chance to talk to you about something. See, I noticed you have this mod that adds a new faction to stellaris, and I was wondering if you could help me with an issue I've been having. I've been trying to add new factions for a mod of my own, but the manage faction button just remains grayed out no matter what I try. Did you ever have such an issue and, if so, how did you fix it? If you could help me out that would be amazing.
FebHare 4 Sep, 2021 @ 9:40pm 
Hello, I found some errors are logged in error.log. I am afraid some of these might cause actual malfunction.

In 00_citizen.txt:
1: at line 23, "count_owned_pops" is used, but it is Deprecated on Ver 3.0.0. "count_owned_pop" would be fine.

2: at line 59, "from" is invalid for country argument of has_citizenship_type. Removing country argument would be fine.

3: at line 234, usage of has_migration_control is changed. "has_migration_control = { value = yes }" would be fine.

4: at line 239, usage of "has_population_control" is changed. "has_population_control = { value = yes country = prev }" would be fine.

In 00_progressive.txt:
1: at line 56, "from" is invalid for country argument of has_citizenship_type. Removing country argument would be fine.

2: at line 170, usage of has_migration_control is changed. "has_migration_control = { value = yes }" would be fine.
baronjutter 10 May, 2021 @ 10:11am 
I'd love a xenophobe scientist faction too. If you're materialist but xenophobe your scientists still demand 3 science treaties. Why would we share our science with scary gross alien monster-things??
Machina Mystica  [author] 22 Jul, 2020 @ 7:46am 
Oh, thanks, that's awesome. I appreciate it.
FebHare 22 Jul, 2020 @ 5:26am 
Thank you for update.
And I uploaded Japanese-translated patch.

[JP localize patch] Citizen Faction
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2174231672
Machina Mystica  [author] 21 Jul, 2020 @ 9:01am 
Hey, thanks for the heads up again FebHare, I appreciate it. Got a patch out for that. I hadn't event thought about the corporate one lol.
FebHare 21 Jul, 2020 @ 6:56am 
Hello, I felt I found one other issue, oligarchic authority fulfill CITIZEN_DEMOCRACY demand and gives +10 Approval.
At line 149 in common/pop_faction_types/00_citizen.txt, "auth_oligarchy" should be "auth_oligarchic".

And, while I noticed auth_corporate (corporate oligarchy) fulfill CITIZEN_DEMOCRACY demand also, I am not sure it is intentional or not.
Machina Mystica  [author] 22 Jun, 2020 @ 3:41pm 
@FebHare you're very welcome! Have fun.

@tyresekirk20 if you're referring to this mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1498007446
I've never tried it but from what it looks like no they're not similar. This mod creates a new counter faction to the progressives that'll usually spawn instead for xenophobic empires. It doesn't have any unique mechanics or interactions compared to any other of the factions in the game already.
Neutral Yang 22 Jun, 2020 @ 8:41am 
so is it the same like military faction or does it do something else
FebHare 22 Jun, 2020 @ 6:00am 
I start a new game and have Progressive and Citizen's Faction both.
I should be the one thanking you!
Machina Mystica  [author] 21 Jun, 2020 @ 5:42am 
Alright, thanks again @FebHare, got that taken care of.
Machina Mystica  [author] 19 Jun, 2020 @ 11:41pm 
Ah, okay, I think I understand what you mean now. I’ll take a peek when I get out of work.
FebHare 19 Jun, 2020 @ 11:02pm 
Thank you for reply. I understood egalitarian non-citizens in xenophobic empires are supposed to join Progressive faction.
But to join Progressive faction, the empire must be non-xenophobic (at line 53 - 58 in 00_progressive.txt). It blocks "egalitarian non-citizens in xenophobic empires" to join.

I am thinking it would be better to be "non-xenophobic or non-citizen", like Isolationinst faction (at line 53 - 61 in vanilla 00_isolationist.txt).
If so, both "non-citizen in xenophobic empires" and "citizen and non-citizen in non-xenophobic empires" will meet the condition.
Machina Mystica  [author] 19 Jun, 2020 @ 5:25am 
So, to reiterate, in empires with xenophobic ethics, citizens with egalitarian ethics will gravitate towards the Citizen faction, while non-citizens will still be drawn towards the Progressive faction. In non-Xenophobic empires, egalitarian pops will all be drawn towards the Progressive faction and the Citizen faction is unlikely to form. If you do see any specific issues with the code though, please feel free to point them out to me.
Machina Mystica  [author] 19 Jun, 2020 @ 5:24am 
@FebHare it should be working like that already. Check the pop_faction_types folder. The Citizen faction file lines 45 to 60 check for pops to see if it's valid for them to join the faction. The OR check for egalitarian ethics limits this to pops with egalitarian ethics, and the citizenship check ensures that this is further limited to full citizen pops only. The "owner check" looks at your empire's ethics, and limits this to occurring in empires with xenophobic ethics. In the Progressive faction file the lines 45 to 59 are another check for pops with egalitarian ethics, excluding empires with xenophobic ethics.
FebHare 19 Jun, 2020 @ 4:31am 
Cool Idea.
But I am figuring egalitarian xenos in xenophobic empires can join neither progressive nor citizen faction, If I interpret the code correctly.
Is it possible to make they can form progressive faction, like Isolationist faction in xenophobic empires?
Hexagoros 18 Jun, 2020 @ 11:23am 
Nice!
PierrDemon 18 Jun, 2020 @ 8:42am 
@Heavy that's not very nice of you
Heavy 18 Jun, 2020 @ 8:28am 
the person below me is fat
Tiamat 17 Jun, 2020 @ 11:28pm 
society