Stellaris

Stellaris

Godly Traits - Civics & Perks
35 Comments
Dotakiin 11 Mar, 2023 @ 8:27am 
I uploaded a version with the fixes for 3.6 here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2945445127
Virtue 24 Aug, 2022 @ 11:20am 
Would be nice if they'd stop constantly breaking things by flip-flopping on how they do them. Glad there's a fix that can be easily injected, though.

Also, @Preoximerianas, in case you haven't found them yet, the file in question will be in <your steam directory>/steamapps/workshop/content/281990/2479031671/common/goverment/civics , or you can just right-click the mod in Irony Mod Manager and pick "Open Mod Folder/File" from the menu to jump straight to the top of the mod's directory.
Preoximerianas 16 Jun, 2022 @ 6:41am 
@Gronkle78

Where did you find those files?
Gronkle78 22 May, 2022 @ 8:02am 
I thought I remembered that happening before, it seems they've went full circle with their changes.This update seems to be the worst for breaking mods so far, I've had to remove around a dozen mods from my playset just to make the game playable.
IamSagittare  [author] 22 May, 2022 @ 1:08am 
@Gronkle78
Seems like Paradox messed with the system again then. Last time I fixed the exact same problem by removing the weights.
Gronkle78 21 May, 2022 @ 1:24pm 
After going through a few games, I noticed that the AI would occasionally start with a civic from this mod. At least 1 AI would have a civic and in the worst game I had, 3 AI picked up society of gods.

I'm not sure if other people are having this issue, or that it's maybe a mod I have that's causing it, but I managed to fix it for me by adding weighting to the mods GTRCP_civics text.

random_weight = {
base = 0
modifier = {
factor = 0
}
}

I put this under "pickable_at_start" for all of the civics, so if you're having trouble with the AI spawning with the civics like I was, this should fix it for you.
N*rd 21 May, 2022 @ 9:41am 
Thank you
IamSagittare  [author] 20 May, 2022 @ 8:38am 
@Nord
You can go into the files (specifically common\governments\civics\GTRCP_civics.txt) and change all "modification = no" to "modification = yes". If you want to make sure that steam workshop doesn't override your changes, you can copy the mod to (username)\Documents\Paradox Interactive\Stellaris\mod.
N*rd 17 May, 2022 @ 2:36pm 
I want to change it that way that it is unpickable after Gamestart (Basically I want to make early Crisis AIs) any idea how that works ?
ExodusV 25 Apr, 2022 @ 7:05am 
why cant machine intelligence use it?
IamSagittare  [author] 19 Feb, 2022 @ 1:33pm 
@Markus
Yeah, I had no choice but to make it unpickable after the start of the game. Setting AI weight to 0 only seems to affect game start, so the AI would still pick it later. Either AI picks it randomly or players can't pick it either, kinda crappy programming from Paradox.
Markus 19 Feb, 2022 @ 11:56am 
It seems to me, or the player also cannot add them after the start of the game?
ALittleMoreMe 24 Dec, 2021 @ 5:18pm 
I like having AI away from my stuff. :steamhappy:
Mythcrafter 7 Dec, 2021 @ 6:45am 
kinda liked when ai could pick it:steamsad:
IamSagittare  [author] 28 Nov, 2021 @ 4:06am 
Updated to 3.2.
I also changed the modification properties to no, to fix the issue where AI would pick these civics after the start of the game.
Bobby W. 10 Oct, 2021 @ 7:30am 
It seems I just had to set "modification" property to "no" to all civics provided by the mod (doc: https://stellaris.paradoxwikis.com/Government_modding#Civics_and_Origins) .
The file that needs to be modified is in YOUR_STEAM_LIBRARY_DIRECTORY\steamapps\workshop\content\281990\2479031671\common\governments\civics\GTRCP_civics.txt for those of you who don't usually mod workshop files and don't know where they are usually at (281990 is Stellaris' game ID and 2479031671 is this mod's ID).
Bobby W. 10 Oct, 2021 @ 7:08am 
@xkuripuri does the "fix" require editing the mod files? any plan to share the how-to or uploading a patched version into the workshop altogether?
Diamon 2 Oct, 2021 @ 6:18am 
needs update please!
xkuripuri 4 Jul, 2021 @ 6:47am 
I only noticed one AI with it (though I did lack the Intel on basically everyone else, so...), so it might be a rare pick. I just did an easy little 'fix' by making them only selectable at creation.
IamSagittare  [author] 4 Jul, 2021 @ 5:49am 
@xkuripuri
Could be. I don't know how that mod works, so I can't guarantee compatibility.
xkuripuri 3 Jul, 2021 @ 2:47pm 
I'm running a number of mods, but I just noticed an AI taking one of the Civics... its possible StarNet might be doing it? First one I can think of that messes with the AI's thinking. Unless there's a conflict with adding more Traditions, that let you get more and more Civic slots. It was in the 4th Civic slot, so maybe?
IamSagittare  [author] 7 Jun, 2021 @ 2:49pm 
@Silverlanzer1411
The AI shouldn't pick these.

@Charlot
Sure, I'll have a look at it when I get time.
BlazinChariot 15 May, 2021 @ 3:55am 
Would it be possible to add buffs to Encryption and Codebreaking and a raise to the amount of envoys to the society of gods civic?
EliseArtemia 14 May, 2021 @ 10:59am 
Will the AI pick these traits/civics for themselves from your mods? I'd love to try using them, but don't want AI going rampant on the other helpless AI, I prefer to be the only one who abuses the poor AI.
KindestSTCR 13 May, 2021 @ 10:07am 
When the Borg are supposed to be the most efficient, but you're better than that:
IamSagittare  [author] 13 May, 2021 @ 7:09am 
The influence modifier should be fixed now.
Niv 13 May, 2021 @ 6:56am 
Aha! good to know. your mod description doesnt say much on that so i thought it was a bug.
IamSagittare  [author] 13 May, 2021 @ 6:48am 
@Redrum Jackle
Thanks, i'll change that!
IamSagittare  [author] 13 May, 2021 @ 6:47am 
@BBTheHeartPainkiller
No, they shouldn't be able to.
IamSagittare  [author] 13 May, 2021 @ 6:46am 
@Niv
That's on purpose, it's for hive minds, it only shows up for them.
Niv 13 May, 2021 @ 3:42am 
your 4th ascension perk. what looks to be... galactic consciousness? Doesn't show up in the ascension perk list
Redrum Jackle 13 May, 2021 @ 1:16am 
Well I went into your code, and changed the influence modifier to the correct name and it worked.
You had: country_influence_produces_add
Instead of: country_base_influence_produces_add

That fixed that. There's something with the ruler on traits though. Can't figure out why the ruler/leader isn't getting it. Though it seems there's a point where it shows they are, but only a certain modifier nothing more. So I'm uncertain.
BBTheHeartPainkiller 12 May, 2021 @ 1:42pm 
Scary question
Can the AI use this when it creates its empires at the start of the match?
IamSagittare  [author] 8 May, 2021 @ 9:58am 
I noticed that as well, I'll have a look at the correct scope.
Redrum Jackle 7 May, 2021 @ 5:55pm 
I tried the civics, the bonus influence income isn't working.