Stellaris

Stellaris

Fatherland: Colonial Empires
851 Comments
Szybs 6 Jul @ 12:46am 
@MrFunEGUY

Sure thing, another thing that come to my mind that maybe could be tweakened is the decision to destroy/intercept colony ship when the pops are trying to found a new colony and player have the policy of "Colonial Policy" set to "Colonial Restriction".

I think there should be a malus to pop hapiness when you are ordering a navy to intercept the ship, because it has almost no negative outcomes (besides loosing small amount of pops) but when you're lucky you can get a colony ship for free. Maybe there could be another negative modifier applied when the ship was destroyed.

It especially gets little weird when you get those plucky explorers who are eager to explore the galaxy, and yet your navy blows them into oblivion and everyone not gives a crap about that :D

Cheers
ozmium 4 Jul @ 6:03am 
After trying to reset my steam cache I was still stuck with the 3.11 version. I only had to spend an hour resetting the cache, validating the files, resubscribing, manually deleting the files again and again for it to work.

Someone once said that insanity is doing the same thing over and over again while expecting different results. Given that the difference between insanity and genius is success, that must make you a genius. Many thanks!
MrFunEGUY  [author] 2 Jul @ 8:18pm 
@Szybs - I'll look at lowering it to level two instead of level three. Even with a level three starbase, they pretty often get conquered. But I can see how level 3 is a bit too much.

And I understand that they should be very vulnerable, but I'm looking at balance here too. I don't want rogue colonies to just be a cheap way for you to gain thousands of extra pops quickly.
MrFunEGUY  [author] 2 Jul @ 8:15pm 
@ozmium - you are experiencing the steam bug where it downloads an old mod version instead of the new version. It's very frustrating, try resetting your steam download cache. The mod is fully updated, but because steam is downloading a 3.11 version for you, it's not updated and broken.
Szybs 1 Jul @ 2:25pm 
hi MrFunEGUY
I really find your mod amazing and I have one sugestion, could it be done that those new Rogue Colonies do not spawn with level 3 starbase but with regular outpost?

I get that this helps them. A LOT. But I find this super-weird that (especially at the begining of the game) some fleeing colonists who are running from their parent empire are able to construct an super advanced starbase from nothing. I think it would be better if they start with regular outpost.

I get that this would make those colonies much more vulnerable but well, those who leave the safety of their parent empire should be an easy target.

I think that those new colonies should really be behind in terms of economy and especially, expansion, as now the new colonies are far too expansive and hard to contain, especially at the begining of the game where empires can get a level 2 starbase max and those new are spawning with level 3, I think it gives them too much unrealistic advantage

Cheers
ozmium 1 Jul @ 12:12pm 
I have tested a game with this mod alone (no other mods, including UI/other aesthetic mods) and I still get the events. I checked the event script and it looks like it may be referencing an origin? For what it's worth I am starting as the Evolutionary Predators origin. Also, Paradox Launcher is telling me that the version I am using (I've tried unsubscribing/resubscribing, validating files, deleting files from their folders) is for 3.11.*. If this is intentional then all's good, but maybe I just have the wrong version.
MrFunEGUY  [author] 1 Jul @ 10:08am 
I have just tried it with this mod alone and cannot replicate the bug. If you are reporting bugs, please test with only the one mod activated.
ozmium 1 Jul @ 8:44am 
I'm experiencing these events as well, I am in the process of debugging a potential incompatibility with another mod.
MrFunEGUY  [author] 28 Jun @ 9:47am 
@djvandebrake - If no one else is getting it and you are, it must be a problem on your end. Either you're using an old version of stellaris, or steam downloaded an old version of the mod (which is annoying and can happen).
djvandebrake 27 Jun @ 10:25pm 
Specific events causing it on my end: fatherland_rogue.100, fatherland_hegira.103, and fatherland_hegira.101.
djvandebrake 27 Jun @ 7:11pm 
Just subscribed to this (6/27/25) on a new machine and I am getting the infinite popups bug. Using debugtooltip command confirms this is one of the mods causing it.
MrFunEGUY  [author] 24 Jun @ 6:48am 
@Janlitschka - if you put a flag or some other marker on your uninhabitable systems, I will fix it on my end. Just tell me what flag I should check for.
Janlitschka 23 Jun @ 1:46pm 
Hey Im a Dev of Shrouded Regions and would like to make this compatible with our mod. The nations currently can spawn inside our uninhabitable systems. Could you help me find out what the parameters are for a new Empire to spawn in a system? Thank you!
MrFunEGUY  [author] 7 Jun @ 8:00am 
Hegira
NemuruYama 7 Jun @ 7:03am 
What is broken?
MrFunEGUY  [author] 3 Jun @ 9:27pm 
It's broken
ᛣ Munin ᛉ 3 Jun @ 3:08pm 
"Special: Nations of Earth" Will this work if I change the portraits in the modified UNE. I have it using anime humanoids.
SEVEN GOON SESH 18 May @ 6:27pm 
Is there a way to allow players in multiplayer to play as the rogue colonies that appear? They don't pop up in the nation-pick screen (the rogue colonies).

There isn't any way to pick to play a country from observer mode to play.
Kepos 17 May @ 3:37pm 
@MrFunEGUY
NP and thx for looking into it.
MrFunEGUY  [author] 17 May @ 3:29pm 
@Kepos - Colonial Empires can only take planets in unclaimed systems. Guaranteed Habitable worlds are right nearby, and so you should be able to get those systems quite quickly. I am not going to spare the guaranteed planets, 1) because I don't know if there's a way to differentiate them and 2) I don't think they should be spared. You can always decrease the pulse length of fatherland colonies to give yourself more time to colonize the guaranteed habitables.
Kepos 17 May @ 11:13am 
Great addition for roleplay games.
Found an issue with Intuitive Habitables Slider playing on ~25% habitable planets and it seems colonial empires grab those 2 guaranteed colonies. As Oatmeal Problem isn't able to do anything from his side, would it be possible looking into it and spare guaranteed colonies?
MrFunEGUY  [author] 16 May @ 6:21am 
Yes. Hopefully I will fix it one day
Aetini 15 May @ 5:25pm 
Been a while since I touched this mod. Enjoyed it too.

But just to check and confirm: the Hegira part (doomsday origin bit) doesn't work but the rest should yeah?
Baldwick 15 May @ 3:51pm 
I very much enjoy your mod and I feel it would be a great tragedy if part of it (Hegira) remains unplayable.
MrFunEGUY  [author] 14 May @ 9:48am 
You can increase the time between pulses in the rogue colony mod settings using the edict or dynamic mod menu.
rain 14 May @ 3:29am 
I tried to figure it out myself but was unable to, where in the mod files could I change the variables to increase the time until rogues start spawning and/or decrease the pulse time for them even further? I'm playing with Real Space on a longer timescale to account for that and I'd like to give the AI more breathing room to expand early on while still having new nations pop up.
MrFunEGUY  [author] 7 May @ 10:26am 
I would like to fix it eventually but I'm not positive why it's broken. Maybe one day...
Szarrukin 7 May @ 9:19am 
Hegira is bugged since forever because mod author doesn't really care for hegira
Streamline 6 May @ 10:59pm 
I just tried Doomsday as the UNE in 4.0 to see the Hegira nations, but not a single one showed up. The mod menu showed that normal rogue nations were appearing, but there wasn't a single Hegira nation by the time I evacuated Earth fully.
MrFunEGUY  [author] 6 May @ 5:21am 
@gribbleflix - So the earth is a sphere with different time zones.
gribbleflix 6 May @ 1:49am 
How was this updated at 12.16 if its only 9.49
MrFunEGUY  [author] 23 Apr @ 2:55pm 
@Janlitschka - I haven't tested it with 4.0, but I don't anticipate it needing any updates for 4.0.
Janlitschka 23 Apr @ 1:03pm 
Hey, I wanted to quickly ask you if you have tested the mod with the 4.0 betas and do you expect it to continue working in 4.0 or do you have the needed fixed ready?
Zendir Heartfire 21 Apr @ 9:00am 
This is great for a Human only galaxy if you're trying to create a rp where no aliens exist.
MrFunEGUY  [author] 16 Apr @ 11:17pm 
Hmm, send an error log.
Benszasty 16 Apr @ 11:56am 
When playing with Stellaris Evolved this mod often cause crashes due to faliure in creating a randomized country, shame.
JamieStylez 10 Apr @ 6:26pm 
is this savegame compatible?
Custos-Tenebris Archivan 27 Mar @ 8:47pm 
An observation I've made upon playing with Fatherland is that at least for me, gestalt Machine empires cannot use Iron Curtain policy. Any reason for this feature, or any suggestions on which files to search through first in order to change it?
Regardless, I hope whoever sees this has an excellent day!
BroncoXeno2035 1 Mar @ 6:32am 
@Lord_Deamonar, looking in the event files for Heigara shows you the unique Human ones.
Ea-Nasir 1 Mar @ 1:16am 
Had the same issue as @robo asshole, no Hegira nations spawned by the time I got the event the Hegira was over (when I fully evacuated Earth)
Lord_Daemonar 20 Feb @ 6:34am 
Is there a list of the Hegira Nations?
MrFunEGUY  [author] 18 Feb @ 9:12am 
Interesting, don't know why.
bob l'éponge 18 Feb @ 8:42am 
started w/ an altered UNE, it's got the human_1 flag
Cicattrix 14 Feb @ 11:33pm 
@https://steamhost.cn/steamcommunity_com/id/lyralain ... did you went for standard UNE or did this:

”Special: Nations of Earth
If you start as an altered UNE that has the human_1 flag (in empire creation edit UNE and save a new empire) with Doomsdays you will get a set of 14 custom Hegira Nations representing fantasy versions of real world countries. Enjoy!”
bob l'éponge 14 Feb @ 7:02pm 
is there an average year when hegira nations should start showing up? ran a UNE campaign for 60 years in a barren galaxy and not a single one reared up
BroncoXeno2035 5 Feb @ 3:26pm 
Also a recommendation are disembodied Hive Mind Drones like that Pre-FTL Event
BroncoXeno2035 4 Feb @ 11:33am 
Does this work mid game?
PLMMJ 4 Feb @ 1:57am 
Is there an espionage operation or something like it that lets you spark the seeds of a breakaway? That seems like a really interesting mechanic.
MrFunEGUY  [author] 2 Feb @ 9:49am 
It already isn't guaranteed. But further, the reason that I find a setting like that a bit more pointless is because expansion occurs so quickly that empires Don't often spawn past 2250-2260 anyway. I'll implement a setting in the future that lets you pick the spawn chance percentage, but it will apply to each country individually and not every country together.
AmbitiousRam 2 Feb @ 7:35am 
Also is there a way to make it not guaranteed? For example, 20 max, 3 per AI empire, every 10 years there's a 5% chance that *one* will spawn? I think that'll make it feel more organic rather than just a bunch of empires spawning every ten years until max is hit and then no more which feels very gamey.