Stellaris

Stellaris

Specialist Subject: Mercatorum
73 Comments
spectre199 7 Feb @ 11:05pm 
I use to use this, hope it gets updated one day.
youtubitz 16 Jan @ 3:11pm 
I think someone else will have to take up this mod as it is the author has not posted in the comments since July 2 2023.
perl 11 Jan @ 2:49pm 
Update please
TheEventHorizon 21 Jul, 2024 @ 1:25pm 
Would love an update
Kali 28 May, 2024 @ 8:36am 
Not currently compatible. Spawns weird placeholder ethics.
Spider 10 Apr, 2024 @ 10:24am 
Is this mod abandoned?
knytet 1 Apr, 2024 @ 2:05pm 
Bug report: Dividends and subsidies are inversed. If you sed dividends to 15% they will keep 15% and give you 85%.
spectre199 30 Jan, 2024 @ 5:01pm 
Will this work with the newest update?
[PIGZ]MrTango 27 Oct, 2023 @ 1:12pm 
Plz could you make a subject type that fanatic purifiers can use, that makes the subject also FP to maintain purity, and also mimic civics and gotv?
H4shX 8 Oct, 2023 @ 7:30am 
Hi, i tried to make this compatible with 3.92, currently using Vassals Expanded and Reworked - FunEFork Mod. I have no other Ethic mods, have several Civics Mods and Traits mods. I have made it compatible with Vassals Expanded. However my normal Empire (Parliamentary Republic) when creating a Mercatorium Vassal) after 30 days just crashes the game. Please let me know what could be the issue? Is it because its a Megacorp?
fedekk2014 28 Sep, 2023 @ 8:38am 
working 3.9.2??
MalevolentFiber 29 Jul, 2023 @ 6:51am 
There were a couple of machine empires that formed and completely broke when they tried to become a mercatorum. No country name, flag, origin, government, etc. Kept freezing my game until they were removed
BleedingZeric 26 Jul, 2023 @ 10:50am 
For some reason the option to turn a vassal into a Mercatorum doesn't even show up on the page but the option to change Mercatorum specific agreements still show up
Roxanne Wolf 22 Jul, 2023 @ 9:17am 
I am getting freezes from this mod similar to what a previous user shared. Getting errors like: Required authority [auth_corporate] is excluded by other restrictions
Result authority [auth_corporate] is not valid
Result origin [origin_militarist] is not valid

I'm using the recommended compatibility mod for fork's vassals.
Mythos 18 Jul, 2023 @ 12:51am 
I don't really know why but when I decrease the monthly infrastructure subsidy of a subject from 30% to 15% instead of reducing the amount it more than doubles.
raiden55 14 Jul, 2023 @ 11:07am 
Nice idea, having a Megacorp vassal is always useful!

A little something that bother me however ; can't you hide the 3 special terms (like dividends) on other types of vassals?
corsairmarks  [author] 2 Jul, 2023 @ 9:13am 
Thank you! I'm on holiday but I will add a link in the deacription once I am home again.
ROMANIANOPOLS 2 Jul, 2023 @ 8:25am 
corsairmarks  [author] 28 May, 2023 @ 9:32pm 
Added compatibility for Ethics and Civics: Classic, Redux, and FunEFork. Bug Branch was already supported.

Let me know how it goes for switching subjects to a Mercatorum.
corsairmarks  [author] 28 May, 2023 @ 7:01pm 
I'm going to see if I can build in compatibility for 3 additional Ethics and Civics mods (Classic, Redux, and FunEFork). I'll also add a warning about playing with mods that alter the requirements for the built-in Corporate authority.
corsairmarks  [author] 28 May, 2023 @ 6:59pm 
Quick update for the E&C Classic issue - it's that MegaCorps require the Capitalist or Fanatic Capitalist ethic (E&C: Bug Branch does not require those).
corsairmarks  [author] 28 May, 2023 @ 4:48pm 
@Rawr'kraine Because of the other report I have regarding E&C Classic, I suspect that is the issue. There is no "shift away" from an ethic (e.g. Fan Auth/Fan Egal) effect built-in, so I have to code that logic myself. As a guess, ethic_green doesn't allow auth_corporate (the built-in megacorp authority) and my mod does not know about it at all.
Rawr'kraine 🐉 28 May, 2023 @ 2:32pm 
We both had different error logs that both ended with this as well, so that's why I say "narrowed down"

I hope this helps
Rawr'kraine 🐉 28 May, 2023 @ 2:31pm 
My friend and I are playing a *super* heavily modded game, but we managed to narrow down a crash to this mod.

[17:22:52][government_restrictions_solver.cpp:1405]: change_government at file: scripted effect try_convert_to_mercatorum_megacorp at file: events/specialist_mercatorum_events.txt line: 104 line: 1: Result authority [auth_corporate] is not valid
=== Debug Data ===
Country Type: default
Origin: origin_default
Authority: auth_corporate
Civics: civic_free_traders
Ethics: ethic_authoritarian ethic_pacifist ethic_green
Species Class: TOX

I "assume" an AI is trying to convert an empire who cannot be corporate is what's happening here, but it might be an issue with Ethics and Civics (classic) as well as we're using that.
corsairmarks  [author] 24 May, 2023 @ 2:59pm 
@代考BISS I'll have to take a look at the code for E&C Classic. As a guess, it may have removed some of the vanilla ethics instead of reusing them, a la Bug Branch.
corsairmarks  [author] 24 May, 2023 @ 2:14pm 
@[PIGZ]MrTango I don't know for certain, but I suspect the game would force them to close.
[PIGZ]MrTango 24 May, 2023 @ 11:54am 
What happens to my branch offices on a vassal's planet if i convert them to a mercatorum? do they close?
Dilidala 23 May, 2023 @ 2:15pm 
Hey there, the freeze previously mentioned seems to happen with Ethics and Civics: Classic as well, as the mods add new ethics, one of which is required for megacorp. Upon trying to turn a vassal (which doesn't have the required ethic) into Mercatorum the game freezes on the exact day the subject should transform. I understand that a compatibility patch requires time and effort which you may not be able to spare, but I would recommend to mention it as incompatible in the mod description.
corsairmarks  [author] 16 May, 2023 @ 4:21am 
@Kepos @KahirDragoon I figured out the issues where this mod did not get along with Ethics and Civics: Bug Branch. The issue was larger than just E&C:BB but the amount of ethics involved increased the likelihood of it happening - I've rewritten the Mercatorum ethic-swap code to be much safer.

@[PIGZ]MrTango the instructions for installing local mods (in this case, you need only the contents of the "mod" folder from my GitHub) https://stellaris.paradoxwikis.com/Mods#Installation
[PIGZ]MrTango 16 May, 2023 @ 3:54am 
How install from github? (ive grabbed the zip).
corsairmarks  [author] 16 May, 2023 @ 1:22am 
@[PIGZ]MrTango I don't have any plans for more specialists at the moment - but I do hope my mod can inspire others to design their own! A link to the code on GitHub is above.

The mod is updated for 3.8, if you'd like the 3.7 version you can get it from my GitHub: https://github.com/corsairmarks/specialist_mercatorum/tree/1.1.1
[PIGZ]MrTango 15 May, 2023 @ 10:52am 
3.7 ver plz, it crashes saves etc. :(
[PIGZ]MrTango 11 May, 2023 @ 9:41am 
Any plans for more specialist subjects types? like maybe a unity/spiritualist type (ala scion, but not).
corsairmarks  [author] 7 May, 2023 @ 8:04pm 
@KahirDragoon I do have code to shift to the away from Fanatic Egal/Auth when subjects are converted to a Mercatorum - I will run some additional tests to ensure it is working as intended. Another user has reported issues with one/both of those mods - it's on my list to investigate. As a guess, somehow empires are ending up with invalid civic/ethics combos.
KahirDragoon 7 May, 2023 @ 3:28am 
The vassal empire also had no origin, no ruler, no civics and no authority. No idea how that happend. Probably a mod conflict.
After changing the authority and civics back with console magic the crash happens no more.
KahirDragoon 7 May, 2023 @ 3:13am 
Found a Ai Empire thats a mercatorium but doesnt have megacorp authority and no civics. They are fanatic egalitarian. What happens when a fanatic egalitarian (which cannot be megacorps) is turned into a mercatorium?
KahirDragoon 7 May, 2023 @ 2:25am 
I also expiereince a freeze in my savegame always on the same day. Since im not playing a a megacorp or having a Mercatorum subject i assume an ai empire is doing something.
Im also using Government Variety Pack but not Ethics & Civics: Bug Branch.
My last few log entries are

[11:13:54][government_restrictions_solver.cpp:1340]: change_government at file: scripted effect try_convert_to_mercatorum_megacorp at file: events/specialist_mercatorum_events.txt line: 118 line: 1: Failed to randomize origin
=== Debug Data ===
Country Type: default
Authority: auth_corporate
Civics: civic_free_traders
Ethics: ethic_fanatic_egalitarian ethic_fanatic_xenophile
Species Class: HUM

Not sure if it help. Im trying to narrow it down but i use a rather large modlist.
Kepos 28 Apr, 2023 @ 4:11pm 
@corairmarks
Thank you for looking into it as I really like your idea.
On a fast overview I guess it is the Government Variety Pack , but it could also be a mix with Ethics & Civics: Bug Branch as I'm playing an Enterprise...some sort of plutocratic monarchy.
corsairmarks  [author] 28 Apr, 2023 @ 3:26pm 
@Kepos I believe this mod should automatically support new corporate types, as long as the is_megacorp trigger is overridden. Which mod in particular is causing issues? I can do some testing on my end.
Kepos 28 Apr, 2023 @ 2:06pm 
@corsairmarks
Ah, back to the freeze issue. Just realized that my government is kind of a megacorp, backed by another mod. Unfortunately your mod doesn't realize that and as no 2 mecacorps are allowed, this has to be the reason for the crash. So, either you allow more than one megacorp, probably competing, or you may also code exceptions or better recognizing of other possible megacorp societies.
corsairmarks  [author] 28 Apr, 2023 @ 5:27am 
@Riddle 78 it depends... only empires that fail the is_megacorp trigger are converted. I believe that in E&C Bug Branch provides a replacement for that trigger which includes the variant megacorps, which means they will not be forcibly converted. Oh and criminal heritage will always be converted.

It should be relatively straightforward to add some code in the effect try_convert_to_mercatorum_megacorp effect if you want to be sure any forced conversions from criminal heritage keep their current authority. You can also set up additional civic swaps following the examples I left - generally, my effect tries to match up civics from a non-corporate empire to similar ones for a corporate empire.
Riddle 78 28 Apr, 2023 @ 2:11am 
Ethics & Civics: Bug Branch has three different Megacorp Authorities; The democratic Group Firm,the oligarchic (and vanilla) Megacorp,and the imperial Dynastic Enterprise. Additionally,certain civics in Bug Branch look for these specific authorities. Would turning a Group Firm or Dynastic Enterprise into a Mercatorum force them into being a normal Megacorp? If so,how difficult would it be for an end user to edit the mod's files to not change a Group Firm or Dynastic Enterprise away from their current authority if made into a Mercatorum?
corsairmarks  [author] 27 Apr, 2023 @ 9:20pm 
@Everyone - version 1.1.0 has been released which addresses feedback from you, my awesome commenters:

* Totally rebuilt the Mercatorum resource subsidies - that stops Basic and Advanced subsidies from being broken, but you need to renegotiate with your Mercatorum to reset the rates (defaults are now 30% commercial tax, 30% infrastructure subsidy)
* Fixed the incorrect title in the Special Dividends event
* Added the option to become a Mercatorum if you start with Origin: Imperial Fiefdom (in multiplayer, only one player can be a Mercatorum so click fast!)
corsairmarks  [author] 27 Apr, 2023 @ 9:11pm 
@Kepos - only one subject can be a Mercatorum - I've added a lot more information to the Agreement screen with the latest update.

It sounds like something may be corrupted in your savegame, I have never had anything like the freeze you describe (or transforming the wrong subject) happen during testing.
Kepos 27 Apr, 2023 @ 10:16am 
Getting an issue with this mod, running with an savegame. Whenever the transformation timer reaches zero, the game freezes. Besides that, I can't choose the mercatorium in the negotiation tab, it automatically transformed the next subject I achieved. Any ideas?
corsairmarks  [author] 24 Apr, 2023 @ 9:58pm 
Regarding the broken regular/advanced subsidies - I am experimenting to see if there is any way for me to salvage the custom subsidy categories for mercatora. It seems that the resource subsidy/tax agreement term values misbehave when more than one "resource" type agreement term affects the same resource.
corsairmarks  [author] 21 Apr, 2023 @ 7:56pm 
@Someone another user (Donofett) also mentioned this happening. It's on my radar to investigate - it may be related to my overrides of the basic/advanced resources in order to make them to appear for Mercatorums.

@Vault76Survivor definitely on the table as a submod. I recall briefly looking at it when I was planning the mod and saw a lot of potential conflict, which is why it was omitted from my initial release.
Someone 21 Apr, 2023 @ 7:33am 
I think I found an issue with this mod. Having it installed, playing as Machine Intelligence, producing food (hydroponics), but not consuming, I set an agreement with a regular empire where I recieve a basic resource tribute. But nothing happens, it affects the agreement acceptance and loyalty as usual, but no resource tribute occurs. Using console commands to play as the other empire, I see that they aren't paying anything, either.

Same thing with basic resource subsidy.

This doesn't happen when I play without this mod.

Hopefully it can be solved, because i really like this mod, i think it's great, thank you for your work.
Vault76Survivor 21 Apr, 2023 @ 6:59am 
Would it be possible to make a separate patch to make this compatible with Imperial Fiefdom? The problem now is that the initial event that fires doesn't offer you the option to become a mercatorum at game start. Not that I'd want it in the base mod (because that would definitely edit an existing file and therefore risk compatibility issues with other mods), but as a separate file it might be helpful for people who want to play that specific game.
Gapho™ 20 Apr, 2023 @ 12:59pm 
Nice, a buff to the best empire type.