Stellaris

Stellaris

Relytor's Empire Governance - Redux
32 Comments
LordOfLA  [author] 22 Sep, 2022 @ 9:41am 
Well, I mean, I can't play Stellaris until I update the core mods I use :) Just need my health to let me sit and focus on copy/pasting and tweaking code from 3.4 and 3.5 into them :)
MrFunEGUY 22 Sep, 2022 @ 8:53am 
Glad to hear, hope all is well.
LordOfLA  [author] 22 Sep, 2022 @ 5:52am 
Always plans to update :) Just depends on my health and RL situation.
MrFunEGUY 21 Sep, 2022 @ 2:10pm 
Hey Lord, any plans to update this for 3.5 at any point?
LordOfLA  [author] 8 Apr, 2022 @ 1:42pm 
Post emperor will be fine, just need to see what I need to be looking at for your situation as well as in general.
saqib126 8 Apr, 2022 @ 9:16am 
Ah sorry, kept playing my empire and reflexively deleted my older saves, including the pre-emperor one. :(
LordOfLA  [author] 8 Apr, 2022 @ 3:03am 
If I can get a screenshot of your government window that'd be useful too.
LordOfLA  [author] 8 Apr, 2022 @ 3:01am 
Sounds like it's an oversight at the very least. I'll take a look through the code and see what might be up. I haven't yet played on 3.3 due to waiting on mods to update for my collection so I'd not be surprised if there are facets I've overlooked.
saqib126 7 Apr, 2022 @ 2:04pm 
Was using this and your Ethics and Civ Alternative mod in a fanatic authoritarian/fanatic competitive/militarist empire with State Monopoly, managed to get declared emperor and instantly had all my moguls unemployed and replaced by fewer nobles. Despite State Monopoly still being compatible with my empire it became useless, about 3 rulers(once moguls) on every planet were now unemployed, and without them I was no longer making trade value, nor getting the resource bonus from state monopoly. I assume this is a bug?
LordOfLA  [author] 28 Jan, 2022 @ 11:13pm 
Unity I'll look at once 3.3 final lands and either update to vanilla 3.3 unity or adapt to whatever Relytor does with Empire Unity.

For now, I'd suggest also grabbing Empire unity and the ECA Redux patch for it since that mod changes how empire unity works.
Big Sneezy 28 Jan, 2022 @ 9:56pm 
And that wasn't an issue until civic restrictions were relaxed in this mod, because previously those civics couldn't be chosen at the same time.
Big Sneezy 28 Jan, 2022 @ 9:45pm 
Hey thanks for the reply, just wanted to note the issue with "changes from the base game or ECA Redux" issue is that different civics offer the same thing, but the player only gets one. I.e. two civics are each supposed to add a unity to the same job, but if the player takes both, only one unity gets added instead of two. This is because the job uses an OR statement to look for any of the civics and then assigns 1 unity.
LordOfLA  [author] 28 Jan, 2022 @ 8:49pm 
Huh, apparently steam doesn't alert people to comments of their own mods if they aren't subscribed to the thread. I wonder when that changed.

As to mod-added government types, mod authors can just override the relevant scripted triggers with their own governments. My adding them to the mod would just cause unneeded error log spam. If multiple mods do this it'd be better to have Inny (author of merger of rules) handle cross-mod compat in that mod instead.

As to changes being present in this mod (and Empire Unity) that aren't in the base game or ECA Redux - this is entirely intentional.
LittleRaskol 28 Dec, 2021 @ 5:10am 
Hey, so on that note: Checking for discrete government types will cause an issue for any mod-added government that might logically fit but isn't checked for. LordOfLA, would you be open to mod authors sending you lists government type tokens that ought to be detected by your mod in these kinds of checks? You can just add them to the "or" block.
Big Sneezy 27 Dec, 2021 @ 11:24pm 
Noting this is incompatible with Government Variety Pack, due to this mod's use of things like is_theocratic to determine job adjustments, where is_theocratic is based on a match to specific government names. The added governments from GVP need to be assigned to the correct groupings in order for the new governments to get the expected jobs.
Big Sneezy 26 Dec, 2021 @ 11:12am 
On the last point, I checked the source mod Relytor's Empire Governance and I see the weighting changes were intentionally made there. I'll sort out the government weightings on my end.
Big Sneezy 25 Dec, 2021 @ 9:50pm 
lastly, a question: This mod significantly alters the weighting of government types compared to Ethics and Civics Alternative - Redux. Is this necessary? Asking because I have another mod "Government Variety Pack" and corresponding Ethics & Civics patch that are aligned with the government type weightings from Ethics & Civics Alternative - Redux and therefore have much higher priority than most adjusted government type weightings in this mod. I can manually override these weightings, but it would help to understand why you made the changes here.

Thanks!
Big Sneezy 25 Dec, 2021 @ 8:04pm 
Found another one. Allowing certain civics to be used together doesn't allow their effects to occur together. For example, Researchers are supposed to get 1 unity from Cyber Dictatorship, and another unity from Technocracy. The code in 02_Specialist_Jobs for researcher states that if the empire has any one of those civics, the pop produces one unity. If these are allowed to be selected simultaneously, the jobs file needs to be updated accordingly. I believe this also affects other civic pairings.
Big Sneezy 25 Dec, 2021 @ 7:46pm 
Think I found a small bug: civic_technocracy includes a modifier section which isn't included in the base game or ethics and civics alternative - redux. The effect of adding the modifier seems to double the effect of technocracy as well has having the effect shown twice in the tooltip.
LordOfLA  [author] 25 May, 2021 @ 4:34pm 
That's probably because empire governance doesn't directly alter anything added in Necroids or Nemesis. I'll update it at some point.
MrFunEGUY 25 May, 2021 @ 3:35pm 
gov_sacrificial_megachurch does not have it's description properly overwritten like the other theocratic governments.
LordOfLA  [author] 14 May, 2021 @ 5:15am 
1. See the required items box? ;)
2. You should start a new game.
Jin2188 13 May, 2021 @ 8:03pm 
I have 2 questions.

1. Does this require Ethics and Civics Alternative or is it standalone?
2. Will save games be okay or will things break?
LordOfLA  [author] 24 Apr, 2021 @ 4:58am 
I'll take a look.
MrFunEGUY 24 Apr, 2021 @ 12:07am 
For civic_tooltip_exalted_priesthood_effects, it starts with "mod_planet_priests_unity_produces_add: §G+1§!" which isn't properly localised. It seems as if this part can just be deleted though, as at the end of the civic effects it lists this effect in game (though I can't find where it is coded).

I should also note that the description and tooltip effect for this civic are redundant.
LordOfLA  [author] 20 Apr, 2021 @ 10:41pm 
since it was in a civic I'd assume the change was to change the effect to be empire-wide rather than per-planet. Less patching needed that way, assuming it's still a valid modifier.
LordOfLA  [author] 20 Apr, 2021 @ 10:38pm 
As to Moguls "Megacorps still get Executives, though with the right Fanatic Ethics and Civics, may get Mogul or High Priest alternatives."
MrFunEGUY 20 Apr, 2021 @ 10:36pm 
Oh sorry, in civic_meritocracy
LordOfLA  [author] 20 Apr, 2021 @ 10:33pm 
I had CWTools generate missing localisation so not sure what's going on there. I'll have to go look through OldEnt's documentation.

As to the change from planet_jobs to pop_category depends on where you saw it.
MrFunEGUY 20 Apr, 2021 @ 2:55pm 
Oh, and pop_category_rulers_produces_mult is not localised either.
MrFunEGUY 20 Apr, 2021 @ 2:54pm 
Also, pop_category_rulers_produces_mult and pop_category_specialists_produces_mult are not localised.

Curious as to why the change from planet_jobs_specialist_produces_mult to pop_category_specialists_produces_mult?
MrFunEGUY 20 Apr, 2021 @ 1:08pm 
Hey so I noticed that the Mogul government effects don't mention that you need to be fanatic_capitalist, but that does seem to be a requirement for is_plutocracy.