Stellaris

Stellaris

Ethical Gestalts for 3.x
138 Comments
idkynot 4 May @ 1:47am 
hey does this work with 3,14?
Vandoom 16 Feb @ 6:20pm 
@Leshee Sorry for ranting, I'm a salty American that hates the fact the only choices for leaders we have are Lying racists, end stage capitalists, and people nobody even knew existed because of the circle jerk of media companies abusing their ability to control our perception of the political climate and force us all into one of two parties that are both different shades of rich, spineless, heartless, kiddie diddlers.

I wish I could just wake up and not hear the news either claim were going into a second civil war or that the only choices are no guns or no abortions...

Please cast this soul into the void where it can no longer perceive this garbage.
Leshee 16 Feb @ 7:56am 
yeah you got me there. I genuinely don't know how I missed that. I'd be willing to try and update it to the latest version myself, can't be impossible. I'll poke around and see if I can find anything
Vandoom 15 Feb @ 11:01am 
If you must know why I said I'm one of the reasons, yeah I think multi-million dollar companies do have a responsibility to add, maintain, or entirely remove such features for third parties if their games depend on third party modification for it's best content.

I am toxic enough that millionaires and dozens even hundreds of employees should lose their fortunes and livelihoods for not putting out basic respect to their communities that make their fortunes and paycheck even possible.

No this doesn't extend to mod authors. They are providing a "free service" that extends the lifespan and improves the play-ability of a game. They shouldn't be held to the standard a developer should, but all multi million "or higher" dollar companies should at all time have their feet held to the flames, That's what made capitalism work until companies got big enough to to ignore it.
Vandoom 15 Feb @ 10:47am 
Alternatively we all should probably just boycott paradox and every single workshop compatible game for that doesn't implement game versions into their tags.

If the devs behind Rimworld can do it a 2 billion dollar company like Paradox can do it.
Vandoom 15 Feb @ 10:41am 
@Leshee "Not 3.12 ready. Sorry for the slow update, I'm currently on vacation in Germany." He's not updated it in a while, You've managed to leave two comments without noticing the ones right underneath you that show the mod is out dated and has been for a while.

Also last updated: Apr 12, 2024, 2:14am You and me are a couple of the reasons many mod authors close the comment sections. Please if you have the ability a leave a comment, You have the ability to check comments or at the least the last time a mod was updated.

Mods are not a public service, they aren't meant for you, and modding comes with responsibilities. Please take care of them or don't interact with authors or the community until you're willing to learn the basics or ask for the basics.

TLDR
Literally the last comments before yours explains what you need to know.
Leshee 15 Feb @ 9:21am 
I should add that I am using scripted trigger undercoat. but it says its for version .1592 while stellaris is in .15926. could this be the issue?
Leshee 14 Feb @ 12:34pm 
Hey there!

Firstly, I just wanna say I love the concept of this mod. I've felt for a long time that Gestalts would be much more interesting if they could have ethics, and you've piled on more fascinating features on top of that! very excited to give this puppy a try

Secondly, and I'm sorry for doing this to ya, but I've got a bug :( The game crashes on startup. I'd be more than happy to send a crash report or something if you want but Idk how to do so. I'm running this with no other mods but it just wont boot. This is on Stellaris version 3.14.15926 (checksum 68ca without mods).
kuyan-judith  [author] 18 Jan @ 3:17pm 
@Sin. Thanks. I hope so too.
Sin 10 Jan @ 6:20am 
I hope you can get around to updating this at some point!
kuyan-judith  [author] 25 May, 2024 @ 11:00pm 
@The Erubian Warlord:

Not 3.12 ready. Sorry for the slow update, I'm currently on vacation in Germany.
The Erubian Warlord 19 May, 2024 @ 11:19pm 
this 3.12 ready?
TDK Gaming & More 6 May, 2024 @ 10:41am 
Is it possible to remove origins being incompatible with machine intelligence? wanted to make a robot species + syncretic evolution origin but no mod seems to be able to do that
kuyan-judith  [author] 12 Apr, 2024 @ 12:18am 
Now updated to 3.11.3

This should fix the leader trait issues people were having

I've also simplified Claims and CBs; they will now mostly behave like in Vanilla except that GCs can use the "Liberation Wars" policy and countries with the "Liberation Wars" policy can't make claims against GCs whose ethics wouldn't grant them the "Ideology" CB in an non-Gestalt empire.
nilesta 4 Apr, 2024 @ 2:40pm 
I got this because I was tired of the game deciding I wanted to dissect everything. So thank you so much for making this, I think it will fix my issues. I am having a couple of issue, however.

As mentioned below, my nodes are starting with veteran or destiny traits, which is weird but not actually harmful. (My regulatory node is the shadow broker. Okay then.)

The second issue is a little more harmful -- my leader pools have people in it starting with all negative traits (no positives, sometimes multiple negative traits), and also getting the odd veteran/destiny traits on them. Also, one commander showed up with Fallen Heraldry, which I think is usually locked behind some civic I don't have.

I'll note that I do have Forgotten Queens installed, too. But this is the only mod I installed today, which caused this issue.
Husky787878 13 Mar, 2024 @ 12:57pm 
I'm having an issue where this mod causes hive mind nodes to start with specialist traits that they normally could only get at level 4 and up.
fredrowe234 8 Mar, 2024 @ 9:30am 
I have a bunch of mods installed so its probably an incompatibility, but I get a "gestalt hostility prevents this" when trying to make claims.
kuyan-judith  [author] 6 Mar, 2024 @ 3:15pm 
@naclcubed: yes it will, but not right away; I have a bunch of different mods to update and this is generally one of the harder-to-update ones.
fredrowe234 6 Mar, 2024 @ 12:41pm 
This sounds like a great mod! Thank you
naclcubed 19 Feb, 2024 @ 1:17am 
Will this be updated for current version?
Haerzog 18 Feb, 2024 @ 4:37pm 
This mod breaks gestalt and non-gestalt populations when used alongside Ethics and Civics FunE Fork , regardless of whether it is loaded before or after.
Zargothrax 5 Jan, 2024 @ 8:23am 
Apologies if this mod has no bearing on CBs as a whole, but I didn't want to test the problem without it since running a game without it installed forces me to rebuild many of my custom empires that originally relied on it. I was pretty sure that Forbidden AI was added by this mod so I can only assume.
Zargothrax 5 Jan, 2024 @ 8:23am 
I think I've narrowed the CB issue stated last time, or at least figured out the general problem. I think the mod messes with the CB system quite a lot, in a typical game I'll see many empires all with the same CB requirements against me but not all of them will have the corresponding CB, i.e; animosity when rivaled. As a consequence, I think, the AI tends to not go to war nearly as often as it should if ever. The only time direct warfare tends to happen is when it's instigated by me, usually via claims.

Even then, a lot of the time CBs which I should definitely have won't show up at all. Even when I'm rivaled with my target empire and meet the requirements for Total War, a lot of the time neither of them will show up and I'll be unable to engage with them. On the other hand, the Forbidden AI CB will always be visible as an option when preparing for a war but will never be available (I normally play as a machine intelligence so maybe that explains it?).
kuyan-judith  [author] 2 Jan, 2024 @ 2:31pm 
@Kaiju Cuddlebug:

That is not intended. It sounds like it could be due to a conflict with another mod, 'though, what other mods are you using?
Kaiju Cuddlebug 30 Dec, 2023 @ 11:38am 
Bug (?): when a hive mind starts a war of ideology and wins, the defender becomes a hive mind. Is this intended?
Kaiju Cuddlebug 29 Dec, 2023 @ 2:47pm 
Thank you a gazillion for this! The exact mod I desperately wanted
kuyan-judith  [author] 25 Dec, 2023 @ 3:46pm 
@Zergothrax: Sorry. I think I've fixed the missing localization and the missing Manage Singleminds decision (it was happening on planets where there was land set aside for singleminds but no actual singlemind pops, right?).

I don't know what could be up with the missing assimilation CB, I can't think how the engine would even allow a CB to be usable-but-invisible like that?
Zargothrax 23 Dec, 2023 @ 2:05pm 
A few bugs I've noticed: Singlemind Governance sometimes gets confused and locks worker and specialist jobs onto a colony, sometimes it can be fixed but other times the decision to switch jobs won't be available at all and the job production on that colony will be completely frozen since it will continue making drones that are incompatible with the next available job slot. The tooltip for the Singlemind Governance tech is also shown in-game as "TECH_ALLOWS_SINGLEMIND_GOVERNANCE_TITLE"

Also, with Assimilator Contagion (and other modded civics that grant CBs), when playing as the AC empire you can declare war on other empires using it's war goal like normal but when viewing an empire's relations it doesn't list it among their inbound nor outbound CBs.
Tested these with no other mods enabled and saw no changes.

On a side note, was really hoping this mod would allow spiritual machines but alas, it was never meant to be.
kuyan-judith  [author] 18 Dec, 2023 @ 4:18am 
@Hatsune Kamiri: Thanks and sorry! Fixed.
Hatsune Kamiri 17 Dec, 2023 @ 12:42pm 
I've run into an issue with the Assimilator Contagion/Hive Assimilator civic with this mod. When I try start a game with it, the game doesn't spawn any pops of the pre-sapient species. The civic also doesn't show a number telling me how many pops it should spawn me with. I tried removing all my other mods to see if it's an incompatibility, but the problem still persists.
Would this be something to do with the new updates to the game or maybe Scripted Trigger Undercoat?
kuyan-judith  [author] 2 Dec, 2023 @ 3:54am 
Now updated to 3.10.2
Jalswim 17 Oct, 2023 @ 2:20pm 
Yeah I noticed that when I played around with the file myself. I guess we can only hope PDX adds more to their ruler trait system!
kuyan-judith  [author] 17 Oct, 2023 @ 4:19am 
@Jalswim: Unfortunately it seems to be impossible to lock a starting ruler trait to a specific authority, they can only be locked to ethics or origins.
Jalswim 16 Oct, 2023 @ 6:17pm 
I just wanted to doublecheck, is it intentional rulers cant use the Feedback Loop trait with this mod? It says I need the gestalt consciousness ethic to use it.
kuyan-judith  [author] 14 Oct, 2023 @ 5:08am 
@1david25: No; as gestalt consciousnesses, they don't use trade
1david25 10 Oct, 2023 @ 3:22pm 
Can machine intel enter commercial packs?
kuyan-judith  [author] 27 Sep, 2023 @ 3:16pm 
Now updated to 3.9
kuyan-judith  [author] 11 Aug, 2023 @ 11:59pm 
@Unkind Naysayer: Yes, this mod still works.
Hazardous 8 Aug, 2023 @ 3:59pm 
Does this still work? I'll be doing a spiritualist assimilator soon.
Triel 22 Jul, 2023 @ 8:23pm 
Also it would be cool if we could give some subspecies of hivemind non full citizen rights, cause sometimes you dont want workers in your leader caste. Shame its not achieveable otherwise.
(Cant shift main species, and if you shift secondary species off full cit, they become incapable of doing any jobs.)
Triel 22 Jul, 2023 @ 11:04am 
Can assimilator branch offices be sped up? If not, a building to do that is an idea.
kuyan-judith  [author] 15 Jul, 2023 @ 2:25am 
Update:
- Fixed some bugs
- Allowed hive minds with non-hive pops to release vassals of those species (which will receive random authorities and civics)
- Countries with isolated/disconnected drones on their planets can now displace those drones back to the capital of the associated gestalt consciouness (based on drone species). If the associated gestalt consciousness is their overlord, this is now the only valid purge type.
Triel 10 Jul, 2023 @ 3:34am 
Sure, if you dont want it.
kuyan-judith  [author] 9 Jul, 2023 @ 11:54pm 
@Demopan: Sounds like a good mod, but how about you upload it yourself?
Triel 9 Jul, 2023 @ 8:18am 
Oh, and gaia seeder branch office building would be cool, perhaps together with adding branch office capability like in cohabitor to idyllic bloom
Triel 9 Jul, 2023 @ 6:43am 
I made a mod that makes agrarian idyll work for gestalt if you want code
Triel 6 Jul, 2023 @ 2:25am 
Allright i solved it. Trigger undercoat was under this mod in load order (Even though i downloaded it first.. (Though assimilator contagion still starts with 0 secondary species)
kuyan-judith  [author] 6 Jul, 2023 @ 1:26am 
@Demospan: It should still work well, are you using any other mods that mess with citizenship?
Triel 6 Jul, 2023 @ 1:10am 
Does it still work well? Cant seem to change citizenship of non hiveminds
Vandoom 9 Jun, 2023 @ 2:14pm 
Feel no need to worry about this. None of it is your responsibility and I abandon most playthroughs about 10 hours in.

1. In the past it worked fine for me with Civics and Ethics: Classic. I'm not sure if there was some sort of patch or if I somehow had just glued enough mods together it didn't matter.

2. Speaking of Civics and Ethics do you know if it works with any of the others, like Bug Branch?

3. Does this allow Gestalts to make vassals from themselves?
3a. If not do you or anyone else who happens by this comment know a updated mod that does?

Thank you to any responses and thank you for this mod. I enjoy playing gestalts a lot more when I actually have choices in how I interact with the galaxy and actually have control over my own dang empire. Two things your mod does pretty well :steamthumbsup:.