Stellaris

Stellaris

By My Will 2.0
34 Comments
BJDERV 8 Nov, 2021 @ 8:46am 
question, i think theres an error with the education funding as it has the error text Max_recursive_depth
Dissolution 26 Jul, 2021 @ 1:33am 
Hi! Does this mod fundamentally alter the base happiness values?
Somehow, despite utilizing literally every positive happiness bonus I could find,
I'm still having an extremely hard time maintaining stability and happiness for even the easiest to please demographics.
::Maethendias:: 15 May, 2021 @ 1:10am 
how does this mod play with gestalts
Serenity 10 May, 2021 @ 10:28am 
For Religious Policies maybe have Unity vs Tech(/Consumer goods?) for Materialist vs Spiritualist. With levels adding more bonus on the side they chose but more malus for higher levels i.e. lv2 Spiritualist policy gives more +% bonus for Unity but also adds a -% for Research or Happiness
ubet 29 Apr, 2021 @ 3:01am 
Hi
I just noticed that Light education gives a plus 5% increase however moderate only gives a 1% and high gives a 1.5%
SargR 28 Apr, 2021 @ 3:12pm 
I'll look forward it!
Dar Kunor 28 Apr, 2021 @ 7:42am 
This is just beatiful news!
CarboniNicolini  [author] 28 Apr, 2021 @ 7:17am 
Hey guys! The next update is making good progress. I'm also proud to announce I'm working on two other mods, one of which will add some new civics in, as well as another that will add some new origins in. The next update will feature all the religious policies of my older mod, 'By Their Will' as well as bugfixes for existing policies. It will also feature 4 additional new policies which I think you guys will enjoy. Hang in there! The new update will likely drop at the beginning of next month sometime, and will be 3.0 compatible. The two other mods won't drop until later this year, but hope you are looking forward to them!
Nicho 23 Apr, 2021 @ 4:38am 
These are features which should absolutely be in the base game, but of course are not, because PDX either doesn't care, is stupid, is lazy, or possibly all three. Very promising sounding mod, I look forward to trying it out!
☭☭Blackworth☭☭ 18 Apr, 2021 @ 7:12am 
yay great mod! thank you!
Dar Kunor 16 Apr, 2021 @ 1:18pm 
Thank you man! i love your mod
CarboniNicolini  [author] 16 Apr, 2021 @ 11:40am 
Not yet. Will be near the end of this month though! Along with a few new additions!
Dar Kunor 16 Apr, 2021 @ 8:11am 
so.... i am going to be "that guy"...

is 3.0 compatible?
Spiffing Reynard 14 Apr, 2021 @ 11:53am 
Any chance this will in future add the Inter-species relations rights toggle from the start of the game or from the moment it detects you have more than one species in your empire?
法爷不死于近战 14 Apr, 2021 @ 8:17am 
Hey, it's great to see you've come back to work on this again! thank you!
TwoForty 13 Apr, 2021 @ 5:18pm 
now that the final peice has been added, it is now time to fulfill Tim Curry's dream and conquer space for COMMUNISM.
Affine 13 Apr, 2021 @ 1:13pm 
One of Technologist's issue with title "TECHNOLOGIST_BMW_STATE_ATHEISM" has wrong trigger. should be changed into "has_policy_flag = bmw_state_atheism"
Woodwyrm 13 Apr, 2021 @ 12:16am 
I do hope AlphaAsh is looking at this mod for some inspiration >_>
CarboniNicolini  [author] 12 Apr, 2021 @ 1:27pm 
@Keukotis Hey thanks! Life is MUCH better now. 'By Their Will' is going to be merged into the next update, which should release at the end of this month. (Planning on the 20th)
Keukotis 12 Apr, 2021 @ 1:03pm 
Hey, it's great to see you've come back to work on this again! I hope that means life is going better for you. Out of curiosity, does the inclusion of Religion tenants in this 2.0 release now mean that this replaces "By Their Will" as well?
Rage000 12 Apr, 2021 @ 9:39am 
religious policies ideas; enforced religious doctrines, religious education mandate, eliminating opposing religions, or suppressing other religions, promoting all religions, spreading the word of (fill in blank), state funding of religious institutions. All of these policies could also spawn factions.
CarboniNicolini  [author] 12 Apr, 2021 @ 6:17am 
I think of living standards more as the 'cap' or highest level that the citizens can reach. Welfare is more related to money given to the elderly, ill, or disadvantaged.
kuyan-judith 11 Apr, 2021 @ 3:08am 
Isn't welfare already covered by living standards?
The Notorious Garangus 10 Apr, 2021 @ 10:16am 
Market Regulation would be a neat idea
CarboniNicolini  [author] 9 Apr, 2021 @ 1:06pm 
Agreed. That will be something I'll consider for the next update.
SargR 9 Apr, 2021 @ 11:27am 
Thats why i feel it'd make more sense if having multiculturalism in a xenophobic empire would decrease happiness, but having multiculturalism in a xenophilic empire would increase happiness.
dinosaur 9 Apr, 2021 @ 11:13am 
I suppose there is a difference between multiculturalism as a fact - in other words, an empire ruling over diverse cultures - and multiculturalism as an ideology or worldview.
You can be fanatic xenophobe and still have a thousand different species working as indentured servants or with residency, in other words.
dinosaur 9 Apr, 2021 @ 11:10am 
Well it might be noted that the main issue with muliculturalism is when a state identifies and tries to promote one culture over another, or when the minorities in said state start to threaten the power of the majority. For example, Austria-Hungary and the Ottomans both were multicultural states, but that didn't mean that they promoted all cultures equally.
SargR 9 Apr, 2021 @ 9:48am 
but i can also see how it's strange for that to be the case for xenophilic/egalitarian/pacifist/materialistic empires, as it'd make more sense if it was with a xenophobic/authoritarian/spiritualist/militarist empires. perhaps these ethic/government based policy differences could be a future feature i dont know, but it's something to think about
SargR 9 Apr, 2021 @ 9:44am 
@Birbology i'd probably say it's because super multicultural societies tend to build tension among each others cultures, and possibly sparking cultural rivalries. their disagreements can tend to make them all more unhappy overall. (look at the united states of america for example) multicultural societies = more diverse opinions = more disagreements = more fussing against each other = less overall happiness

at least thats how i see it
Birbucifer 9 Apr, 2021 @ 9:21am 
One question: Why would multiculturalism reduce overall happiness? This especially doesn't make sense if you're playing a xenophilic empire.
WinterLast 8 Apr, 2021 @ 8:49pm 
First of all I would like to say that this mod is really cool, and you did a great job on it, it helps to bring a lot of life to your empire. I just want point out 3 bugs I found.

Just as someone said before me, the research policies seem to be bug, the Moderate, High and Very High Funding have their values wrong. Besides this, the Police State option has it's description bugged and the crime reduction is appearing red even if it's a good thing. Lasty on the Steam page, "Drug Policy", is suposed to reduce miner and technician output, but in game both the description and the effects appear to be empire wide (aka "Monthtly Minerals").
You might also want to look into the values of some policies as some are quite overpowered
Sorry if this felt like a rant or me just nitpicking, I really like your mod and I will use it on my next playthrough I just feel like it needs a bit more tweaking on some values, even if it is mostly RP focused.
CarboniNicolini  [author] 8 Apr, 2021 @ 10:14am 
@SargR Thank you very much for the kind comments!
Yikes! That's something I'll fix in the next update! Typo in the code!
SargR 8 Apr, 2021 @ 7:27am 
I Love this new mod, please keep up the great work!

There is a bug i'd like to address though
The effect values on education funding seem to be a bit messed up. I can do light funding and get -5% monthly influence for +5% research which seems right. But for very high education funding i get -20% monthly influence for only +2% research? that doesn't seem right, as it would make more sense if it was +20% research, so i can assume it must've been a typo or something in the values