Stellaris

Stellaris

Ruling Class + Bug Branch
32 Comments
Mattie AH 11 Jun @ 10:50pm 
hi all i will look at this next see if i can update it
[SN]Mike28282 15 Nov, 2024 @ 5:47am 
Note to people that need to use this patch:

It seems that, when using this patch with the Unofficial Update Ruling Class and Ethic Bug Branch,nations with Machine species will have their leader pool empty and it won't refresh.

Instead if not using the patch, you'll have the leader pool but won't have the Ruling Class Policies
Kal the Meowlord 2 Nov, 2024 @ 3:43am 
Any plans for an update on this for the recent grand archive patch?
Haerzog 24 Jan, 2024 @ 11:04am 
Hacienda's added by Plantocracy do not have any Gentry jobs like they are supposed to, in my game
finalfrog 4 Jan, 2024 @ 7:17pm 
Note: This hasn't been updated for 3.10 yet, so civics added by Astral Planes DLC (eg. Dimensional Worship) won't show up with it installed, as it overrides whole 00_civics.txt file.
Architect343 31 Oct, 2023 @ 1:15pm 
(because comment limit is 1000)

I haven't signed any Commercial Pacts yet like normal Megacorps need before establishing Branch Offices, however I wouldn't expect that is necessary for Kleptocracy given the pirate/criminal theme that is similar to the old Criminal Heritage Civic (which I have played with previously) and the Organized Crime Ruling Class (which I have not tried yet)

Is there anything I'm missing or is this just a bug?
Architect343 31 Oct, 2023 @ 1:15pm 
this may just be a problem with the base Ruling Class mod, but I am using both Ruling Class, Bug Branch, and this compatibility patch, so I suppose I will post it here...

the Kleptocracy Civic says
- "Can build Branch Offices on the planet of any regular empire they have no war or active truce with"
and
- "Grants access to the Pirate Free Haven, Wrecking Yards, and Smugglers Port Branch Offices"

however none of the Megacorp Authorities allow the Kleptocracy Civic to be selected, and I don't seem to be able to establish a Branch Office in my current Hierarchy Authority / Kleptocracy Ruling Class playthrough.
Lava 19 Oct, 2023 @ 3:34pm 
Hello! Is it possible to download the 3.8 version of this mod anywhere? Also the discord link doesnt work still
NoMolester  [author] 13 Sep, 2023 @ 9:07am 
Mod updated for 3.9
NoMolester  [author] 11 Sep, 2023 @ 3:35pm 
UPDATE V2

BUGS:
Oligopolies and Polipolies now giv the correct amount of Board Members
Soldiers now give the correct amount of Armies
Small bugs reported by users
BALANCE:
Consecrated constructs now requires Theocracy OR Ecclesiocracy
Evangelism now requires Theocracy OR Ecclesiocracy
Martial Brotherhood now requires NOT Kraterocracy AND NOT Kleptocracy
NoMolester  [author] 7 Aug, 2023 @ 6:13am 
Not done by me:
Bug Branch + Ruling Class + Government Variety Pack

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015332725
NoMolester  [author] 7 Aug, 2023 @ 5:06am 
Thanks, will fix it.
Darthsawyer 6 Aug, 2023 @ 7:35pm 
The Collectivist faction has "Market of Inequality" issue that says "Having a Planned Economy will please this faction". Planned Economy should be renamed in this faction's demand
NoMolester  [author] 5 Aug, 2023 @ 6:48am 
You can join the discord if you would like extra information about the mod state and what is being worked on. Also if you want to make a suggetion or bug report.

https://discord.gg/A8zQ89pm
NoMolester  [author] 2 Aug, 2023 @ 5:40am 
Thanks for your words.
edey5000 31 Jul, 2023 @ 5:34pm 
DAMN this is a lot of work, well done! I love it
Wayjourner 31 Jul, 2023 @ 6:02am 
Here, I noticed this only now. Blessings upon you O' greatest of populi-triangle mod envisioner. You do the finest of makery and we thank you for it. :)
Naraxa 30 Jul, 2023 @ 9:46am 
Ah, than1ks for the update. Also no worries, I get easy to miss details like these, I just wanted to see if it was an intentional change or what it turned out to be. So far I really like the ruling class mod as it helps flesh out a lot of stuff from things like the aristocracy and barbaric despoilers (which desperately needed it lol) so thanks for making this patch and ruling class :)
NoMolester  [author] 30 Jul, 2023 @ 4:58am 
Mod updated:
Functional Architecture Civic now shows the correct description.

https://prnt.sc/t0X02QZQWfpS
https://prnt.sc/9txu0RvOlNNG
NoMolester  [author] 30 Jul, 2023 @ 4:52am 
Ok, got it. Just reviewed the issue.

The civic is 100% functional. What happened is that it inherited the Ruling Class mod description and icon. In Ruling Class mod such effect is not there, so it does not appear in the description.

However, the bonus itself works as in Bug Branch. Even if it is not specified in the description, you still get the bonus.

I will update the civic description and tell it to show the Bug Branch bonus.

In the mean time, the bonus is completely functional, even if it does not show in the description of the civic.

https://prnt.sc/no8lpEVq5ZD4
https://prnt.sc/5da1n7YJK5YX

Thanks for the input, both mods are very big and these kind of details are a easy to miss.
Naraxa 29 Jul, 2023 @ 6:23pm 
@NoMolester Yes that is how it works in vanilla, but bug branch reworks this machine intelligence feature to be usable by any kind of empire if they pick a civic that unlocks it. Bug Branch gives functional architecture, constructobot, and the added civic relentless development for hives this feature. I checked to make sure bug bramch was indeed the mod doing this by running it alone and the civics showed the ability to add resource districts akin to machine intelligences. Can you see if you can replicate these results? Much appreciated
NoMolester  [author] 29 Jul, 2023 @ 4:14pm 
Mod updated to fit with Ruling Class version 27.
NoMolester  [author] 29 Jul, 2023 @ 4:13pm 
Hello @Naraxa, remember that these bonuses are given to machine empires only. Are you a Machine Empire?

https://prnt.sc/c2bGilO5WPIv

This is what I get in Ruling Class Mod only:
Machine: https://prnt.sc/R03zu9Nfc9_I
NOT Machine: https://prnt.sc/D3Hce6lhr7p6

This is what I get with Ruling Class + Bug Branch:
Machine: https://prnt.sc/0WzNiiAQl6fQ
NOT Machine: https://prnt.sc/bdKJrzy54efk

If you are a Machine Empire and your problem persists, please let me know.
NoMolester  [author] 29 Jul, 2023 @ 1:26pm 
Both mods are huge and some very specific things have likely gone under the radar. I will address it very soon (right now I'm working on councilors for all Ruling Class Mod civics) and update.
Naraxa 29 Jul, 2023 @ 12:59pm 
I've always been in Ruling Class so with this patch I figured I'd give it a try. I noticed however with the architecture civics there wasn't the ability to add districts from energy grids, food processors, and purification hubs. Would you consider adding this back or is there a reason it wasn't included. Also from whaty I see I like ruling class a lot so great job :)
Darthsawyer 27 Jul, 2023 @ 2:01pm 
Finally, I can play two of my most favorite mods at the same time. Thanks for this incredible combination!
xDanilor 26 Jul, 2023 @ 5:34am 
Godspeed! Thanks!
NoMolester  [author] 26 Jul, 2023 @ 5:32am 
It as a bug. It has been corrected. Unsubscribe and subscribe again.
NoMolester  [author] 26 Jul, 2023 @ 5:29am 
Probably, let me check. If so, I'll update.
xDanilor 26 Jul, 2023 @ 5:27am 
ah btw, i'm not sure if this is related to Ruling Class or if it's like this in the base game, but i can't select fanatic purifier with fanatic militarist or fanatic spiritualist. Only with standard spiritualist or standard militarist. Is this a bug?
xDanilor 26 Jul, 2023 @ 5:17am 
Many, MANY thanks for this!! @NoMolester you're the best!