Stellaris

Stellaris

Polished Primitives
107 Comments
Maschinenmensch 20 Jun, 2024 @ 1:56am 
Nice
reald0rf 15 May, 2023 @ 11:26am 
strang
one million wasps 19 Feb, 2022 @ 9:31am 
strang indeed
Hazardous 5 Jan, 2021 @ 12:13am 
RIP description
Arakhor 17 Dec, 2017 @ 3:23pm 
This isn't my mod at all. I've never even made a Stellaris mod, in fact. :)
Bumpynavel (Mitch) 17 Dec, 2017 @ 11:33am 
@arakhor Hey, is there a way you could tell me exactly what your mod does? I love the primities but feel like its a little lackluster.
isiarca 4 Sep, 2017 @ 11:46pm 
Steam has butchered your mod's description, sadly.
Bittersweet 8 Jan, 2017 @ 12:33pm 
It says this mod is not up to date in mod list. Please update this mod ASAP thank you.
Panopticon 1 Jan, 2017 @ 2:53pm 
update?
Red1 19 Nov, 2016 @ 3:01pm 
I cant see the entire mod description, looks like the text has been cut off.
Kingtrin  [author] 17 Nov, 2016 @ 4:44pm 
I've decided that I'm going to rework the back-end of the initializer for primitives and switch back over into using the base game init. This is because they made changes to how they are created and, suprisingly, mimic exactly how I made armies for more advanced stages! I'd perfer their greatly compacted code and I never felt good about overwriting as it can cause compatibility issues. My init will be readapted into an event which will cycle through all the primtive capitals adding in various resources and modifiers as needed. This also means its easier for me to add stuff based on planet class or size since it has already been defined. I still need to overwrite the usage odds to a higher number so that primitives can be seen in greater quantity, but overall this should be a good change in terms of avoiding issues down the line. Also its not messy :)
Kingtrin  [author] 17 Nov, 2016 @ 4:35pm 
@Arakhor Currently no as the game events rely on a country flag being established before the primitives are ever interacted with. I'm changing the code so this would theoretically be possible since I will have it check for any protectorates instead of country flags, but you may still run into problems as I have committed a full overwrite of the initializer for primitives in the base game. Looking at their new code for primitives, I may actually undo this as they have made numerous additions that I think are quite nifty.

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 :)
Kingtrin  [author] 17 Nov, 2016 @ 4:16pm 
@DubedHero360 Thanks for pointing that out! It seems like the resources are being added at random for the initializer and sometimes they can stack onto one tile. There isn't an easy way to fix this as there is considerable variation in how a tile is checked for each resource. I'm not keen on checking for each and every single possible combination, so instead I've switched over to add_deposit instead of add_minerals or add_energy in the next update. This hopefully will distribute it better, but honestly adding resources to a planet is annoying since it is monotonous to check what each tile has or is doing. In general, primitive planets are more resource rich so that they can be a bit more relevant late game or a nice target to annex early on.
Arakhor 16 Nov, 2016 @ 2:15am 
Is it possible to convert existing protectorates by adding this to a game in progress or not?
Dubedhero360 13 Nov, 2016 @ 11:28pm 
This is an absolutly wonderful mod, and you seem like a mod author who is genuinly interested in the well being of the mod and the people using it. Thank you.

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!
BJ 13 Nov, 2016 @ 9:48am 
really good work here! This part of the game is so lackluster. I'm really happy you're giving it some spit&shine
Mangraz 13 Nov, 2016 @ 2:55am 
Nice, thanks for the update!
Kingtrin  [author] 12 Nov, 2016 @ 10:20pm 
A brief update just to smooth out compatiblity issues. I've not had an opportunity to test the counter for giving you the bounses. I removed all code regarding stone age primitives as they have been reworked into a much better format. I expect there to be issues with the special protectorates I made so do let me know if these occur, but the game itself runs smoothly without errors.

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.
Kingtrin  [author] 31 Oct, 2016 @ 12:19am 
Work has begun :) no eta but its a thing now at least.

@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.
Xsnowmagex 28 Oct, 2016 @ 1:42pm 
If I Integrate my vassals will I lose the enlightenment ties?
Zoe 27 Oct, 2016 @ 7:46am 
this mod looks so good and I can't wait til it's updated! I almost always play as a xenophile pacifist going around uplifting every pre-FTL empire I see so it will add a lot to my gameplay :)
Cat-Lunatic 23 Oct, 2016 @ 6:32pm 
I wish there was a mod that let Protectorates be more interactive.
Kingtrin  [author] 23 Oct, 2016 @ 6:31pm 
@Plutia Thank you! I'm trying not to go crazy with one big mod (made that mistake and it burned me out badly) so instead I'll be making smaller seperate mods targeting various different gameplay changes people have been requesting. I'm hoping this mod will enable primitives to be unique and somewhat relevant in the mid-game, while subject-overlord dynamics will be packaged into a seperate mod entirely.

@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/
Cat-Lunatic 23 Oct, 2016 @ 5:44am 
This mod is wonderful, i can't wait to see what you plan with it, the game feels wierd without it.
Single Lesbian 23 Oct, 2016 @ 2:39am 
update this pls <3
elhran 3 Oct, 2016 @ 9:30pm 
Thanks so much for all your work and for caring enough to share your thoughts and plans. Good luck in whatever you decide you can do and we'll wait to see what transpires.
Kingtrin  [author] 3 Oct, 2016 @ 6:19pm 
Sorry for the long absence! I ran into a few roadblocks with regards to diplomacy and my lack of how the code functions was depressing (I have to reverse-engineer an already existing example because documentation is hard to find) thus my plans for the mod became stagnant and eventually I just got so tired of underlying problems with the base game itself that I quit entirely.

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! :steamhappy:
Dubedhero360 20 Sep, 2016 @ 12:44pm 
Hey, i dont know if this is the right place to ask this but how long would it take for the unique vassal type to become eligable to be intagrated into your empire? thanks for taking the time to read this
the2pages 18 Sep, 2016 @ 6:41am 
Can you make a version with 100 year+ tech advancement times? I like the fixes but I dont want them going from primitive to space age in a few hundred years
Demiurge 7 Sep, 2016 @ 1:16pm 
just wondering if you'll be adding more to this mod?
YellowApple 6 Sep, 2016 @ 7:58pm 
For those wondering, this mod seems to be perfectly compatible with 1.2.5 (so ignore the red exclamation marks).
Rabbid Robot 5 Sep, 2016 @ 9:47am 
PLz update PLZ
i love this mod
Eisvisage 2 Sep, 2016 @ 2:02pm 
Is this still compatible with the current version? I'll try it out tomorrow anyways, I just wanted to know before trying.
Pilatian 30 Aug, 2016 @ 7:14pm 
Are you still working on this? Hasn't been updated in over a month. :(
Lex Peregrine 21 Aug, 2016 @ 4:29am 
nevermind, I figured out how to do it, great!
Lex Peregrine 18 Aug, 2016 @ 2:00am 
Great stuf! But I have 3 pre-scripted primitives in my custom system initializer file that spawn near human starting location, and something in your mod is making them evolve in just a few days (game time). 2 are pre-space and evolve to new empires, thats actually cool, too bad they change their name and flag when evolving though. The other is bronze, even tried changing to stone, but evolves to late medieval. Any way to change this for at least the bronze one?
Note 6 Aug, 2016 @ 9:27am 
Hey i love your mod! Great work! Any news on updating to 1.2.3?
BJ 6 Aug, 2016 @ 9:26am 
Still working on this? I'm going to fire up a new game soon and this mod is on the top of my list to include this play around :) I really appreciate the work you put in!
TeknoMagi 29 Jul, 2016 @ 9:56pm 
Would This mod Interfere vwith Polished Primates?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=692409023
Kingtrin  [author] 23 Jul, 2016 @ 5:29pm 
@demiurge Thats more or less up to personal taste. I'm continuing to add content for the forseeable future and right now I would say the basic framework is there. Early on a ton of bugs were around but I think I've fixed almost all of them.

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.
Demiurge 22 Jul, 2016 @ 1:16am 
Hey, I just came across this mod, it sounds really cool. I'm curious how stable is it? Is it in a good enjoyable state or should I wait a bit until its had more added and bugs fixed?
Kingtrin  [author] 21 Jul, 2016 @ 7:25pm 
@veronw I have exactly the same ideas for how I want them to be handled. I couldn't add those things in yet though due to being busy and numerous bugs which should be fixed now. I'm working on those for the next update.
Kingtrin  [author] 21 Jul, 2016 @ 7:22pm 
Added another debug event for converting all unstable vassals into stable/vanguard ones. See discussion thread for event info.

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.
Veronw 21 Jul, 2016 @ 7:19pm 
I like the way you have it setup mechanics wise, with little events that pop up here and there that then influence the stability factor. What if you included another set of events that fired while enlightening, during the stabalization process, and afterwords that dealt with some of things you would encounter as a larger more advanced empire trying to intigrate and uplift people who may not be compatabale with your world views. Like a xenophile uplifting a xenophobic slaver, this shouldnt be a smooth process and should have a lot of backlash from the public, or perhaps there is an option to 'adjust' them so they aren't xenophobes, which itself has a series of dillemas ethically. It would give people a chance to really craft an indentity for their empire as well as that vassal rather than them being generic vassal #12091
Kingtrin  [author] 21 Jul, 2016 @ 6:52pm 
I'll probably do some vassal opinion editing myself since this mod, in its current feature-set, does encourage having vassals. I'm still wracking my head on what the most enjoyable way is to interact with primitives. The current enlighten-unstable-stable system is ok, but its serious trouble coding wise. I'll let you guys know what changes.
Kingtrin  [author] 21 Jul, 2016 @ 6:52pm 
Hey everyone. Sorry for the slowish development I've been busy with school. I'll look further into the bugs regarding enlightenment and I'm considering simplifying the whole system altogether. I'm going to focus on adding features to primitives in general for the upcoming features.

@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.
Veronw 21 Jul, 2016 @ 5:31pm 
Yeah I've had the same issue in my current game, a few of my enlightened friends went from vanguards back to enlightened states, then they would cycle back and forth between the two at the end of every game month..

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..
Welshi 20 Jul, 2016 @ 5:22am 
Hi! The Spam stopped with the messages but there looked like a sold restart for my vassals so if they reach vanguard it resets to beginning of enlightened stage.
Sznymo 19 Jul, 2016 @ 6:02pm 
@Cookiemonster364 Polish can I do ??
Helgar794 19 Jul, 2016 @ 4:06pm 
I'm happy to report that the after uplifting message spam problem is now gone. Thanks a million. :)