Stellaris

Stellaris

Money's Corporate Civic Parities
108 Comments
Beast-Storm 4 Oct, 2023 @ 7:50pm 
If you update please make this a legacy version
Cosmoros 26 Aug, 2023 @ 9:57am 
Warning for people interested.

Until this mod updates its incompatible with 3.8.
It at least completely breaks espionage. For some reason it ovverides start spy network with improve relationships.
Journeyman Prime 17 Jul, 2023 @ 2:37pm 
@Mister Handmann Thank you for your time and effort, please keep us posted!
Mister Handmann  [author] 17 Jul, 2023 @ 9:16am 
working on it, updating this to paragons is quite a bit of work
純灰chunhui 17 Jul, 2023 @ 6:02am 
please update
Heisenberg 1 May, 2023 @ 7:12am 
This breaks all interaction with pre-ftl civilizations. Not at all compatible with 3.7.
Journeyman Prime 9 Apr, 2023 @ 12:53pm 
Also, Just wrapped up a major troubleshooting session and discovered that this mod, while active, completely prevents all Espionage. As in, the button is greyed out making the menu innaccessible. Very strange, and very unfortunate too. I have tested the mod solo and the issue persists, so it is definitely not an incompatibility issue. Would appreciate this problem being fixed ASAP as I really enjoy having this mod around. Thank you, and have a good one!
Journeyman Prime 9 Apr, 2023 @ 12:28pm 
@The Grim Sleeper Oh you noticed that too? I thought it was hilarious when I found it in my extreme late-game militarist run. I actually had to do some serious diplomatic finaggling with my vassal contracts to force them to stop guarenteeing the independence of the nations I was trying to conquer, fun sheninanigans. Defo a problem tho, and likely not intended.
The Grim Sleeper 10 Sep, 2022 @ 9:54am 
Hi, me again, but now I've found a real problem: In the base game the file 'common\diplomatic_actions\00_actions.txt' (ln 487-502) 'action_form_defensive_pact' has been updated to include 'don't drag overlord into wars against self'-fix'. This update is not added to the overriding file that comes with the current version of this mod.
Mister Handmann  [author] 18 Aug, 2022 @ 1:02pm 
probably the capital buildings in common/buildings, it's possible and fairly likely that another mod is overwriting them
The Grim Sleeper 18 Aug, 2022 @ 4:26am 
Hi, in my last game I had a bug with the 'Exalted Priesthood parity (Worship of Profit)' civic; All the High Priest jobs turned back into managers or executives. It's possible that there is mod incompatablity in my list, but I hope you could help troubleshoot all the same.
I think it happened after I upgraded a few capital buildings. What is the best place to start looking for a mod conflict?
Occred 7 Jul, 2022 @ 12:24pm 
Thanks for the speedy fix. You're a star.
Mister Handmann  [author] 7 Jul, 2022 @ 5:45am 
done, should be fixed now
Mister Handmann  [author] 7 Jul, 2022 @ 5:42am 
no clue how I missed this but yeah, that living standard file hasn't been updated since whenever they made that change
Mister Handmann  [author] 7 Jul, 2022 @ 5:41am 
getting a fix going
Occred 6 Jul, 2022 @ 8:39pm 
I'm experiencing a bug that causes pops to not need consumer goods, no matter their standard of living. Removing this mod from my load order solved the problem, and, looking at it in Irony, it seems to overwrite 01_living_standards.txt and remove any mention of consumer goods upkeep from it?
Mister Handmann  [author] 30 May, 2022 @ 6:39am 
The error log doesn't actually log what caused a crash, since the game crashes before it can log an error. I don't overwrite that scripted_trigger and don't change that part of the pop_category, so it's probably either a vanilla issue as a result of 3.4 or a mod conflict.
PraetorNZ 29 May, 2022 @ 10:49pm 
Getting this as a very consistent last error log line before a crash
PraetorNZ 29 May, 2022 @ 10:48pm 
[14:14:15][trigger_impl.cpp:1174]: Script Error: Invalid context switch [branch_office_owner] from Bhald [planet], file: in scripted trigger prosperity_gospel_check_trigger at file: common/pop_categories/00_social_classes.txt line: 274 line: 1, Scope:
type=planet
id=2394
random={ 0 3991148998 }
random_allowed=no
root={
type=pop
id=16777812
random={ 0 3991148998 }
random_allowed=no
from={
type=planet
id=2394
random={ 0 1702972175 }
random_allowed=yes
}
}
from={
type=planet
id=2394
random={ 0 1702972175 }
random_allowed=yes
}
prev={
type=pop
id=16777812
random={ 0 3991148998 }
random_allowed=no
from={
type=planet
id=2394
random={ 0 1702972175 }
random_allowed=yes
}
}
OtherPlayers 28 May, 2022 @ 2:24am 
Loving these and definitely going to be looking at using some for my games!

Possible reflavor suggestion for corporate asceticism (since I noticed your "ehhhh" comment in the files), what if it was about a focus on reducing waste? Kind of like how real-life 'lean' business practices push the idea of reduce/reuse not because of the environment but because every less wrapper in the trash is one less wrapper they have to pay to buy and pay to have garbage collected.
Mister Handmann  [author] 19 May, 2022 @ 5:08pm 
fixed
CrzyChinook 19 May, 2022 @ 12:13am 
Merchant Guilds don't seem to be working. They provide no merchant jobs.
Journeyman Prime 18 May, 2022 @ 3:47pm 
That would be good enough, ty
Mister Handmann  [author] 15 May, 2022 @ 9:41am 
Probably not, as it was the most overwrite-heavy civic in this mod by far - that being said, I might make a patch/mod specifically for it in the future.
Journeyman Prime 14 May, 2022 @ 6:26am 
Also, do you think you could add the "Graveyard Shift" civic back in? I know Perm Employment exists and technically fills that niche, but I have a subversive cult of necromancers who want a more mystical/fantasy-style spin on it. Perm Employment is a bit too corporate for them what with the zombies over undead armies and the ability to raise fallen enemies as undead armies. I'm interested in having an option that is literally just a corporate reskin of the Reanimators civic in addition to/alongside Perm Employment.
Journeyman Prime 14 May, 2022 @ 6:00am 
@Mister Handmann No problem about the wait. This is free content, it just sucks having to wait but I'm sure there's no hard feelings. Thank you for the update!
Mister Handmann  [author] 13 May, 2022 @ 1:37pm 
sorry for the wait on this one!
Mister Handmann  [author] 13 May, 2022 @ 1:37pm 
updated to 3.4! All unity building issues should be fixed (hopefully), and all civics should be updated (hopefully).
Amanfreed 19 Apr, 2022 @ 9:35pm 
If your mod breaks stuff like all unity buildings could you please put some sort of notice in the title for future reference? just a simple [Broken in current version] or something like that? I just came back to stellaris and it took me hours to realize this mod was the problem.
Journeyman Prime 27 Mar, 2022 @ 2:29pm 
So Temples are supposed to be gone when this mod is active (because its broken)? Or were you unaware of that? Also, seeing as its been a month since the last comment, are there any plans to update this mod before Overlord releases?
Grzyb 25 Feb, 2022 @ 1:46pm 
All good, glad you'll be updating it. Otherwise cool mod.
Mister Handmann  [author] 24 Feb, 2022 @ 1:58pm 
oh also unity buildings will 100% be broken but you could guess that one
Mister Handmann  [author] 24 Feb, 2022 @ 1:58pm 
i'll get to it soon, but yeah this mod isn't updated for now at all
Mister Handmann  [author] 24 Feb, 2022 @ 1:57pm 
current issues:
-unity jobs will not be updated
-civics do not have updated states from 3.3
-jobs in general are not updated
-permanent employment will not appear
Mister Handmann  [author] 24 Feb, 2022 @ 1:56pm 
sorry guys, it'll be updated soon but I'm busy working on another mod right now
Grzyb 24 Feb, 2022 @ 11:21am 
Unfortunately can't build Sanctuary of Repose
kgptzac 24 Feb, 2022 @ 4:13am 
yeah this mod is badly outdated as of now
brake fluid taste tester 18 Feb, 2022 @ 3:32am 
is it possible to have a corporate version of barbaric despoilers? maybe name it something like "patent pilferers"
SuperNerd000 17 Jan, 2022 @ 3:37pm 
While nothing is directly overriding it, disabling other mods made it work so there's some sort of weird interaction going on with one of them I'll try and figure out, sorry for the trouble.
SuperNerd000 17 Jan, 2022 @ 11:29am 
No, this is the only mod I have that alters 00_capital_buildings.
Mister Handmann  [author] 17 Jan, 2022 @ 4:53am 
do you have other mods overriding capital buildings
Mister Handmann  [author] 17 Jan, 2022 @ 4:53am 
they work for me, & the scripted triggers are definitely correct
SuperNerd000 16 Jan, 2022 @ 10:16pm 
Tried a few times and still not working, poking a bit and checking the files I think it's a matter of the scripted triggers not triggering properly, because none of the civics that replace ruler jobs seem to be be doing so.
Mister Handmann  [author] 16 Jan, 2022 @ 2:04pm 
unsub & resub, you have an outdated version i'm pretty sure
Mister Handmann  [author] 16 Jan, 2022 @ 2:04pm 
that wasn't it, no
SuperNerd000 16 Jan, 2022 @ 1:28pm 
A bug/oversight with the Innovative Executives civic: no Science Directors are gotten because there are no Administrators to replace, MegaCorps have Executives instead, or at least I believe that's what's likely happening.
Mister Handmann  [author] 13 Jan, 2022 @ 3:04pm 
should be fixed now
Mister Handmann  [author] 13 Jan, 2022 @ 3:03pm 
oops
DisturbingLackOfFaith 13 Jan, 2022 @ 1:48pm 
Found a bug, I think:

the scripted trigger for "is_technocracy" checks for either the Technocracy Civic, or the Exclusive Branding civic. Shouldn't that be Technocracy or Innovative Executives? Fact it, with Innovative Executives I don't get Science Directors.
Mister Handmann  [author] 12 Jan, 2022 @ 4:36pm 
yeah, civics touch a lot of stuff - it's part of why ethics & civics mods are mostly overhaul mods