Stellaris

Stellaris

Pirate Codex Government Type
135 Comments
BrutishMrFish  [author] 8 Apr, 2023 @ 8:57am 
Don't both with my mods. I'm not touching Stellaris anymore, and I'm sure this one is totally broken by now.
BlackHatJacob113 7 Jul, 2022 @ 9:14am 
How do you find the files for Event 18? What folder is it and the rest of the mod in?
Whibedu 29 Mar, 2020 @ 8:14am 
I was wrong 2.6 and 2.5 require you going in and deleteing event 18 useing some of the instructions under this comment
Whibedu 29 Mar, 2020 @ 7:52am 
strangely enough, after an event window at the begining it stops so this is "compatable" with 2.6 (it still has a few broken civics) no fix needed, 2.5 use the command "debugtooltip" to find the event number (I believe event 16) go into the files, to hidden pirate events, use the find command control f to find it and delete all of the event then you are good to go, this is the spy cabal event which is why I said it a known to be broken
Whibedu 29 Mar, 2020 @ 7:36am 
sorry bomb boy, it completely breaks when you run it through the launcher, I am attempting to fix it for 2.6 in a personal version today just see how it works in linux, afterwards I will tell you how to make to patch, (note: the spy cabal civic is known to be broken)
Bomb boy 11 Mar, 2020 @ 1:41pm 
can you get it back up
Whibedu 9 Mar, 2020 @ 3:33pm 
hey sorry, as soon as I separate the file from the original the mod breaks, I will try to fix it but until then the mod is deleted
Whibedu 8 Mar, 2020 @ 4:49pm 
I just made it, it is at this location however as the description states many civics are likely broken including spy cabal and this is an update that I will continue, but the mod is going to stay in it's current state and only updated to keep compatibility with updates, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2017609282
Whibedu 8 Mar, 2020 @ 3:58pm 
ok thank you, it will be done today or tomorrow
BrutishMrFish  [author] 8 Mar, 2020 @ 9:23am 
Go right ahead. Thanks!
Whibedu 8 Mar, 2020 @ 9:00am 
Hey I am going to create a personal patch for removing the infinite event window glitch for 2.5, do you mind if I upload it, of course if you let me I will credit you for the original mod and link back here
BrutishMrFish  [author] 14 Aug, 2018 @ 12:53pm 
Thanks, added the link to the description.
Chastity the Celibate 13 Aug, 2018 @ 9:26am 
BrutishMrFish  [author] 21 Jul, 2018 @ 10:22am 
Cool, I will add a link to yours as well.
𐩸 20 Jul, 2018 @ 1:59pm 
@BrutishMrFish
I'm also working on a mod that will reinplement the features of this mod.
Chastity the Celibate 18 Jul, 2018 @ 8:20am 
Yeah, I saw. I’ll be adding my own. As well as updating the civics.
BrutishMrFish  [author] 18 Jul, 2018 @ 8:09am 
IIRC it has some, but it could use more.
Chastity the Celibate 17 Jul, 2018 @ 7:14am 
Thanks! Now I’m definitely going to hit that 200 civic mark (total, not new civics) for my mod.

Does this include any governments or will I have to make some new ones?
BrutishMrFish  [author] 17 Jul, 2018 @ 6:55am 
Sure, feel free to use it. Just let me know when it's implemented so I can link to your mod page.
Chastity the Celibate 16 Jul, 2018 @ 5:00pm 
I’m requesting to salvage this mod in my new Government Overhaul mod and would of course give credit to you.
BrutishMrFish  [author] 16 May, 2018 @ 10:56am 
Chances are that's a bug since this mod hasn't been updated for the newer versions. I'll update the description.
Only beef with this mod is the fact it just straight up unlocks every space in the galaxy maybe im choosing the wrong civics or whatever but damn does it lag out my game.
NZS BXN 24 Mar, 2018 @ 6:26pm 
Yup, will do. It's just really weird because the Pirate Authority shows up without that mod enabled. I tried editing the Cultural Overhaul files, but that doesn't work. really weird.
Nikal 24 Mar, 2018 @ 2:17pm 
No idea; they don't seem to overwrite the same files. You'll have to ask them about it.
NZS BXN 24 Mar, 2018 @ 7:27am 
@Nikal thank you for your answer! I ran into another problem now. I use this with Cultural Overhaul, and I can't see or select the Authority type for the Pirate Codex, do you know a workaround?
Nikal 24 Mar, 2018 @ 5:49am 
Partially. Basically any civic which relies on changing borders is completely broken since the mod hasn't been updated for the 2.0 changes. So using One Banner, Pirate Lord or Reavers will leave you without any income and you can't play. Haven't tried them all, so there might be a few other broken ones as well, but most of the others still seem to work.
NZS BXN 23 Mar, 2018 @ 7:13pm 
Does this still work?
ir.ir. 5 Feb, 2018 @ 5:09pm 
Sorry, waited a couple days and I got the galleon. The mod still works
BrutishMrFish  [author] 5 Feb, 2018 @ 5:20am 
You get the default starting stuff, but you have to wait a few days for the other stuff to take effect. Not sure if it's still working with whatever patch is out since I'm not updating this anymore.
ir.ir. 4 Feb, 2018 @ 7:02pm 
how does the pirate lord civic work? Every time I use it, I get the default start (planet, station, civilian ships and 3 corvettes). Is that supposed to happen?
Shrak 7 Dec, 2017 @ 8:47pm 
@The Moon, you could just use the mod "Synth Collective" (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=900806457) which basically lets you play as Machines without being restricted to Gestalt Consciousness by adding a second machine species window.
I cannot forsee any possibe complicatoins with this mod, and have been using it happily without incident.
Hope this is what you were looking for!
Lord Malkus 1 Dec, 2017 @ 6:15pm 
@BrutishMrFish
@The Moon

I'll see if I can look into the matter for you.
BrutishMrFish  [author] 1 Dec, 2017 @ 1:45pm 
It's something I was planning on adding but never got around to implementing. Sorry.
Lemon 1 Dec, 2017 @ 1:28pm 
Never cared about balance, never played the game honestly either. :D
So I want to know how I can manually make Machine species able to use Pirate Codex government, because the concept of space pirate robots is the only reason I got this mod in the first place. Was deeply disappointed to find it wasn't possible...
Lord Malkus 5 Nov, 2017 @ 12:26am 
Hello again, just wanted to report something else about the mod.

The Pirate Radio Civic seems to not show up with the edict required to stop the spawning of pirate ships. I am unsure if this is because I played with a modded race and NSC.

Interesting note: I was playing with NSC's Pirate Shipset and I am unsure why but in one of my test I had Warp Drive and the ability to switch a ship loadout for a Jump Drive and that gave me an idea. Perhaps instead of learning how to make the special civic units spawn with the players selected FTL you could make it a default bonus by selecting the Pirate's Codex you get the three starting FTL methods.

It does not solve the issue but it is a work around for those who are unaware of the fact the Pirate ships and Aether Drake spawn with Warp Drive by default while also making some sense seeing as how Pirates, Criminals, Smugglers, etc would possible share tech for tech type of deal.

Anyways thanks again.
BrutishMrFish  [author] 4 Nov, 2017 @ 6:05am 
It should show up in the government menu. For some reason it sometimes doesn't show up for empires that have already been made, so you might have to make a new empire.
YorgiunYorg 4 Nov, 2017 @ 3:50am 
how do u select these?
Lord Malkus 19 Oct, 2017 @ 2:50pm 
I really appreciate your work. I still as of yet understood the possible benefits of some of your other civic perks like the Single Bigger Ship or Single Bigger Stations but I will personally test out the civics and see how they work or blend together.
BrutishMrFish  [author] 19 Oct, 2017 @ 5:24am 
Thanks for the feedback. I remember trying to make the Galleon have the player's FTL drive with no success, but I could give it another go when I get the chance to work on the mod in a few weeks. As for the Leviathan civic, I think I'll reduce the mineral reduction effect to 45% as you suggested, but I'll also make it so that when you lose the dragon, you lose the civic. Or maybe I'll make it so you can make baby drakes afterwards.
Lord Malkus 18 Oct, 2017 @ 7:12pm 
So far I have only come across two minor issues with the mod. The Leviathen and Space Galleon start don't spawn the units with your empires FTL drives, only warp drive. I understand the neutral pirate fleets are normally warp drive so I am unsure if a fix could be possible.

As for most of the features I've played around with in the past few hours everything seems to be working as intended except for races which were built prior to the mod subscription, causing the Pirate Codex Civic to not appear. This can be worked around by remaking your current races.

Minor suggestion: Possibly for the Drake Spawn Civic decrease the Mineral rate to 35%-45% over the current 65%. I understand the mod is meant to be unbalanced in various catagories as well as spawning with a Leviathen at the start of the game is way too OP but for a perminant empire debuff that will stick with you the entire game makes it not even worth considering.
Lord Malkus 18 Oct, 2017 @ 11:20am 
Out of all civic mods out there this is the one that has me the most curious. If all goes well this will certainly mix up the gameplay dramatically in a interesting way.

I never really bother commenting on mods but wanted to let you know I will be trying this out. Will let you know the results of my modded playthrough and thank you for making something that should be quite amusing.
BrutishMrFish  [author] 15 Oct, 2017 @ 2:49pm 
Oh, I didn't even know there was another patch. It doesn't look like it made any changes that would have broken the mod, so I just uploaded a new version of the mod with a changed "supported version" number.
KaitheMerc 15 Oct, 2017 @ 2:02pm 
I love the mod, but Paradox updated their game to 1.8.2 so its out of date again, would love to use this in multiplayer, but it needs to be updated to the current version. :( Otherwise it won't let me host a game with my friend. Any plans to look into it again?
𒀭 Enki 𒀭 1 Oct, 2017 @ 11:15am 
Thank you for the heads up, I will have to try it out again soon, but I remember a while back I had slight troubles with it (sorta). I am sure it's fine though. Best luck with the updates :)
BrutishMrFish  [author] 1 Oct, 2017 @ 10:35am 
It takes a month to spawn the first fleet, but after that it depends on which fleet you get. The cooldowns in days are 80, 120, 150, and 240. You can check how long you have left by looking at the empire modifier in your government section.

If it's not working, it could very well be borked and in need of fixing. The fleets need a frontier outpost in order to spawn, though, so make sure you have one of those.
𒀭 Enki 𒀭 1 Oct, 2017 @ 10:22am 
Pirate Radio grants you periodic spawns of pirate ships, right? What exactly is the time between spawns?
BrutishMrFish  [author] 1 Oct, 2017 @ 10:09am 
It's an empire stat that makes it more likely for AI empires to trade with you. No idea if it's actually worth much, though.

Another issue I've found:
-Only one empire can benefit from the Clandestine Knowledge/Information Network civics. I swear this stuff used to work.
𒀭 Enki 𒀭 1 Oct, 2017 @ 10:00am 
What exactly is Trade Attractiveness?
BrutishMrFish  [author] 1 Oct, 2017 @ 9:04am 
Ok, it's updated now. I don't have time to test it much, so let me know if there are any new issues.

Off the top of my head, current issues are:
-Some Pirate Codex empires are listed as Generic Empires for some reason
-Reavers can't subjugate primitive empires the way they can others (this one is pretty old, I never was able to figure it out)
BrutishMrFish  [author] 30 Sep, 2017 @ 9:09pm 
I'm working on it, but there are some problems that I haven't been able to fix.