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Thanks everyone for your support! I hate being lazy and yet I keep putting this off. It's heartwarming to see that its still being received well :)
In regards to a bug (Maybe) I find that primitive homeplanets often have very strange bonuses on the surface level. For instance, one surface tile can have social research, energy credits and food all at the same time. this isnt tottally a bad thing, its just peculular. and if it is a glitch I wanted to bring it to your attention. thanks for reading this comment :D Have a wonderful day!
A content update will occur next friday and I plan to spice up interactions with primitives both before and after enlightenment. If time allows I will also like to dive into pre-sentients but if not I will push those to next week.
@Xsnowmagex Thats the idea. The point is to make not mercilessly stomping primitives actually give some benefit. This means leaving them with some automany. I did some variable research and I think I can get it to work properly at each level now. Heres hoping anyway.
Events with text will be kept to a minimum as I'm focusing on raw functionality at this point.
@Lizi I'll be getting into action soon. Had a bit of a rough last week so I missed the launch. Right now I'm just trying to focus on my college classes, but I think this week I can put something out there. Might be fairly bare-bones but I can get it working at least.
In other news I discovered the wiki is horribly out of date in terms of new documentation. This thread has all relevant changes between 1.2.5 and 1.3.0 so do use it if you are a modder!
https://forum.paradoxplaza.com/forum/index.php?threads/visual-diff-patch-changes.954360/
I plan on making a big push come heinlen with 1-2 more new mods and updates to this one. I'm very hopeful about the new patch making the game more dynamic and VERY happy to see FE's getting some love (my other plans involve actually playing as a pseudo-FE) but my lack of knowledge remains an issue so I will be attempting to join my fellow mod developers on other projects so that I may further my own knowledge.
Once I feel that I can properly tackle the issues present with the Polished Primitives mod I'll be happy to continue updating on a semi-regular basis. Thanks for all the love guys!
i love this mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=692409023
The next stuff to be implemented are some more variations to primitive countries as well as mixing up the way satellites(protectorates) can be interacted with and changed over time.
Fixed bug causing stable vassals to revert. This was a poorly constructed check for the inital conversion from protectorate into unstable/sattelite. It should properly check for all country flags and modifiers now.
Reduced number of early space age civs that spawn on game start. They also have slightly longer timers before becoming full civs. They now advance 40-50 years from start. Primitives that progress over time into early space age will be unaffected and retain the static timer of 30 years.
@Hegemont I'm not sure what you mean. Do what exactly?
@Chris don't worry about it! I like seeing what others can do in stellaris.
@Veronw That tidbit of info helps a lot so ill debug it right away. Vassal opinions are almost entirely based on their relative combined strength. much as they are in EU4, but without any real option to improve mutual relations. The best you can do is edit the defines to change the effect of relative power or add more opinion modifiers for being a long-term vassal. Paradox will eventually get around to polishing the mechanics, but for now its shitty.
Also, I'm curious if you would be interesting in fixing the vassal opinion issue? Where each of them always has a massive negative opinion about your empire, even if you give them systems and other things to bolster them up..