Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The Councillor Positions are functional - for example I can choose "Shadow Weaver" and receive monthly Dark Matter, even without any related civics.
I don't believe that any of the offered Councillor Positions are for Hive / Gestalt. Here is what I have available:
Head_of_Education
Innovation_Coordinator
Indexor
Beastlord
Supreme_Curator
First_planetscaper
Grand_Herald_of_Storms
Prime_Forecaster
Replication_Coordination_Officer
Combat_Logistician
Grand_Genomicist
First_Citadel
Shadow_Weaver
Astral_Minister
Hyperlane_Supervisor
Master_of_Guidance
Speaker_for_the_Kin
Terminal_Overseer
Minister_of_the_Seas
There is no rush, of course. Please enjoy the summer while waiting for the DLC!
Update is finished to deal with the edict issue (haven't tested the fix but it looks like it should work) and can confirm the localisation for council agenda names is done. I'll upload it now. Side Note: BB has no descriptions for these agendas. I've not added any of my own incase BB updates include some and mine overrights their.
However, other council issue - councillors themselves - isn't fixed; I completely missed this in testing since I don't own Paragons with it's extra council slot. Having compared what's there for RCR:BB's councillors with the way other mods do their's I'm at a bit of a loss. While I can technically patch it without owning the DLC, it means no ability to do trial-and-error since I can't test any changes, Broke af atm, but DLC 's on sale so I'll get it before that's over and get to chucking stuff at walls to find the problem.
@LOLDiamond - That's a good idea. I can see where you're coming from and agree since it makes sense not to limit stuff like elitist polyarchies. Only sticking point for me is NoMolester's original mod was well researched in this regard and I don't like the idea of changing that vision nor diverging this further from Mattie's iteration unless I can justify it as a good improvement. If I did though, it would probably be on this point, so I'll ask a friend doing pol-sci and see what they think first. Can't see it causing issues though; it's a bit of a misnomer for there to be pro-authoritarian anarchists Authorities and liberty orientated Hierarchies.
Unlock Council Position has every council position available to choose regardless of civics.
The Pluralist and Cooperative Council Agendas are titled "council_agenda_agenda_bugged_cooperative_name" with the description "council_agenda_agenda_bugged_cooperative_desc".
The Edict "Patronize the Arts" adds the Cultural Worker job, but Specialist pops cannot work the job even if every other specialist job is turned off.
Cannot construct Administrative Offices in Archives district.
It seems like elitist and egalitarian ethics have the effects on what authorities you can't and can have that the libertarian-Authoritarian axis should control. You're doing great work here!
I also noticed the trade being always at zero thing and I might have an idea on why that is, maybe... So I noticed that no matter what the excess trade that is being produced, and always only the excess was being consumed by my trade policy. In 4.0 they changed trade policies since they also added trade as a resource so that now they convert a percentage of the trade you produce into a resource, energy credits at a rate of 50% by default, but it used to be that collected trade would additionally produce those resources like energy credits. I noticed that the trade policies that this mod adds into the game still showed the old tool tips that for every 1 trade collected the trade policy would earn you 0.5 food and minerals for the "Growth and construction" policy as an example.
U're good, man. Honestly u dont owe anybody anything. yet u still do what u do. cheers m8. thank d stars for people like u.
I'm not seeing this in game. What's your empire set-up and mod-list look like so I can try and replicate the issue?
Ah, that's it. Cheers.
@Wayjourner
Thank you for the heads up - I've changed 'show_on_uncolonized' for covenant districts. Although, not sure what you refer to for 'zone_slots'; 'district_segregated', 'district_settlement' and 'district_covenant' already use them. Did I miss something?
zone_slots = {
slot_city_government
slot_city_01
slot_city_02
show_on_uncolonized = {
always = no
}
The Non-BugBranch version of Ruling Class: Reborn does not work right now by itself. Mattie hasn't fixed the urban districts to function with 4.0 yet and the game will crash if that's clicked on.
@喵小夕 · F_thx
Cool. It's now:
#/common/scripted_variables/MOD_RCR_variables.txt
@has_RCR_bug_branch = 1
@mdungria
Should be fixed. Embarrassed to say it's another oversight on my part and I really should have seen this earlier let alone dealt with it. 4.0 had pop_modifier and triggered_pop_modifier changed to the pop_group_modifier and triggered_pop_group_modifier... :shrug:. Apologies for the time it took. I've also updated and fixed species rights broadly and some localisation issues so it's not a complete lose.
to ensure compatibility with Universal Ascension Compatibility and
BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```
Cheers mate. Appreciate the kind words. I'm investigating that species rights issue for you now.
You're not a pain. It's your game and if you want to use that version of the patch you are welcome to it. From what I can see though it will NOT work with the BB version of RC:R and will have incompatibilities. If you intend to use Government Variety Pack anyway, your best bet would be to use the following load order:
1. Government Variety pack
2. Ethics and Civics: Bug Branch
3. THIS MOD (RC:R-BBV)
4. NoSleeper's old compatch (only overwrites civics)
Previously you needed to also use a ruling class + Bug Branch compatibility patch with the above but not if you use this mod. Regardless, this isn't a perfect solution and these three might have errors when used together but this load order might make them at least playable.
Thank you so much for all that you do. I so very much enjoy this mod with bug branch.
Already patching it now.
@mdungria
On it. Not sure what caused it but I don't have any more time today. I'll take a look when I get home tomorrow and see what the issue is. :salute:
Prima Facie in the dark. That loading them in the wrong order is the only way to make them work tells us something though. RC:R should be overwriting BB in order to function, and this is why we have that load order, but for you when it does overwrite it causes other issues. Therefore your RC:R files must be the issue and need to be replaced by force downloading them after scrubbing anything of them first.
When you deinstalled them the first time, did you delete them from the mod folder itself (.mod file and folder) or did you just unsubscribed on the workshop? You need to do the former and remove them from your game files. Secondly, if after doing that and resubbing, check again if it's working when you reload in the correct load order. If that doesn't work, reinstall the game.
I'll take a gander at the Personality Cult civic tomorrow as well, but that seems to be only a symptom not the cause of why your game is crashing when put in the right load order.
for example, if I wanted to get "Nazi Regime" as a govt i would need personality cult and imperialism/nationalism civics with ethnocracy. Former civic does not exist at all, but I do have enough points for Imperial Cult. Which then has the same function as Personality Cult anyway in a sense that I can still get that said govt type.
However...
If i wanted to get "fascist dictatorship" I would need the same civics EXCEPT instead of ethnocracy it would be aristocracy. But i cant use imperial cult because its disallowed by the aristocracy civic so some govt types are just inaccessible.
TL;DR Imperial Cult replaced Personality Cult as a civic. Might be the weird load order.
I tested it thoroughly, it seems I can't improve the building even if I manually transfer 10,000 population to the planet. I looked at the mod files and saw that your government building replacement files look like this: MOD_replace_capital_buildings_0.txt, MOD_replace_capital_buildings_1.txt, MOD_replace_capital_buildings_2.txt...etc
In the game folder, the file (only one!) for capital buildings is simply called 00_capital_buildings.txt
I deleted/cut your files and voila, I can improve capital buildings again, only there are no unique professions, of course. Then I tried to combine the text of files using the 00_capital_buildings.txt structure, but all I achieved was that I can now click on the improvement window, without any effect.
It's not a dumb question at all.
This isn't inherently compatible with GVP but I can't say to what degree. You might try it if you also use GVP's Bug Branch compach alongside 'em; that should hopefully to fix the ethics incompatibility and might allow the three mods to be function together. But aside, I believe a patch would need to be made for them to integrate well.
If you give it a go, let me know if it worked.
What you're both looking for is the Empires Expanded mod, which does as you're suggesting with it's civics for machinarchy (which gives a machine ruler in an organic empire) and machine cult (exactly as it says on tin, spiritualist ethics requirement and machine focused) and I can't see any reason it would be incompatible. I've play tested with this before recomending it here and with RC:R-BBV and it doens't have any obvious incompatibility nor mechanical issues that I could find - though flavour text varies with lore though, since you can do stuff like have a ruling-class which isn't an Algocracy and still have the machine ruler with EE's civic, etc. If you can live with that, enjoy! :P