Stellaris

Stellaris

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"Agrarian" Idyll for Lithoids
   
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7 Jun, 2021 @ 2:58pm
27 Jun, 2023 @ 1:01am
33 Change Notes ( view )
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"Agrarian" Idyll for Lithoids

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
Lithoids can pick the Agrarian Idyll civic, but the benefits are still applied to farming districts. This mod creates a swapped Agrarian Idyll just for lithoids - now your miners will generate amenities instead of farmers! This mod also features english localisation for these effects.

A new addition for both flavors of Agrarian Idyll should help reduce the need to build cities in 3.0 and above: rural districts (generator, mining, or farming) add one building slot per four districts (as of 3.2 farming districts do this in base game). Additionally, the Agrarian/Lithorian Utopias technology doubles these benefits for either farming districts or mining districts depending on whether your empire is lithoid.

Changes
Creates a civic swap for Agrarian Idyll for Lithoids (it will automatically change - similar to Devouring Swarm <-> Terravore). Miners (including those for mote/gas/crystal deposits) generate the same amount of Amenities that farmers generate for the standard version, and have their job weights adjusted accordingly for traits that affect Amenities output. A new technology "Lithorian Utopias" replaces the standard "Agrarian Utopias" and adds +1 housing to Mining Districts. Lithorian Idyll also loses the usual Agrarian Idyll bonus housing on Ringworld Farming Districts.

Rural districts grant 0.25 building slots per district. The Agrarian/Lithorian Utopias technology doubles these benefits for the appropriate district type (farming or mining).

Because this is a tradition text swap, all the the normal restrictions for Agrarian Idyll apply to it (without further code changes).

Compatibility
Built for Stellaris version 3.8 "Gemini." Not compatible with achievements. This mod overrides one core Stellaris file (common/districts/02_rural_districts.txt in order to add +building slot bonuses to all of them), and also overrides a number of built-in game objects at the individual level. In particular, this mod overrides:
  • civic_agrarian_idyll to add the alternative description for lithoids
  • civic_corporate_anglers to remove the restriction on combining it with civic_agrarian_idyll (likely a Paradox oversight)
  • district_rw_farming to excludes Lithorian Idyll from the farming district housing benefits (Agrarian Idyll normally gets +5 housing)
  • Many worker-stratum jobs to ensure the Agrarian Idyll and Lithorian Idyll bonus apply to farming or mining jobs, respectively: miner, crystal_miner, gas_extractor, mote_harvester, farmer, scrap_miner, angler, and manufactorium_scraper
  • Several event-related jobs, for the same reason: cave_cleaner, titan_hunter, turtle_miner
  • tech_housing_agrarian_idyll in order to exclude Lithorian Idyll, who now have their own version of this technology
This mod avoids overwriting jobs unrelated to the core game mechanic being modified. It should therefore not conflict with mods that make changes to other worker and event jobs, or other ringworld districts. It is now only incompatible with mods that want to edit exactly the same game objects (as listed above). This mod has built-in compatibility with Planetary Diversity but must by placer after it in load order.

When to Install
This mod can be safely added after the game has started, but should not be removed from a game in-progress. Losing access to the new technology "Lithorian Idyll" could cause problems for the game if any countries have researched it.

Known Issues
Overriding a job, technology, or civic causes the game to log errors. Expect to see sixteen lines in the error.log file similar to these:
[17:11:02][technology.cpp:1154]: Duplicate technology: tech_housing_agrarian_idyll [17:11:02][game_singleobjectdatabase.h:165]: Object with key: district_rw_farming already exists, using the one at file: common/districts/10_agrarian_idyll_lithoid_ringworld_district_overrides.txt line: 9 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: cave_cleaner already exists, using the one at file: common/pop_jobs/16_agrarian_idyll_lithoid_event_job_overrides.txt line: 4 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: titan_hunter already exists, using the one at file: common/pop_jobs/16_agrarian_idyll_lithoid_event_job_overrides.txt line: 81 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: turtle_miner already exists, using the one at file: common/pop_jobs/16_agrarian_idyll_lithoid_event_job_overrides.txt line: 169 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: manufactorium_scraper already exists, using the one at file: common/pop_jobs/16_agrarian_idyll_lithoid_event_job_overrides.txt line: 241 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: miner already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 2 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: crystal_miner already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 126 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: gas_extractor already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 213 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: mote_harvester already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 295 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: farmer already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 377 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: scrap_miner already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 523 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: angler already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 625 [17:11:08][game_singleobjectdatabase.h:165]: Object with key: puddle_technician already exists, using the one at file: common/pop_jobs/23_agrarian_idyll_lithoid_worker_job_overrides.txt line: 724 [17:11:14][game_singleobjectdatabase.h:165]: Object with key: civic_agrarian_idyll already exists, using the one at file: common/governments/civics/10_agrarian_idyll_lithoid_civic_overrides.txt line: 3
Normally overriding a single technology can cause problems with the game being confused by duplicates, but only technologies that are considered prerequisites for other technologies are affected.

Change Log
See the Change Notes

Source Code
Hosted on Github[github.com]

[discord.gg]
39 Comments
Unpixelled 4 Oct, 2023 @ 6:47pm 
@xedalepak, what no love for mining cities?
xedalepak 28 Jul, 2023 @ 7:32am 
Hi!
Would you make comp patch for Lithoid Supremacy?
Thank for your mod!
John 23 Jul, 2023 @ 3:43am 
Hi =)

found this mod by looking through your other stellaris mods and immediately wanted to try an idyllic lithoid cave dweller empire, but found a small thing:

As of now, the council position this civic provides is the "Elder Farmer" that grants +5% farmer output (coming from the original Agrarian Idyll civic). An "Elder Miner" that grants +5% miner output would probably fit the tone of this variant better.

Are there any plans for an update?
Darrien 9 May, 2023 @ 9:22pm 
I should have guessed, not surprised, I will do that thanks.
corsairmarks  [author] 9 May, 2023 @ 3:57pm 
@Darrien Steam has failed to properly update the code on your end. I verified it by subscribing to my mod and seeing what Steam delivered. Try unsubscribing and then resubscribing.

I also have Stellaris set to be a High Priority download and that seems to help ensure all my subscribed mods stay fully up-to-date. You can also verify your game files instead, it will ensure you have all the updated files from all your subscribed mods as well as the game, but it takes longer.
Darrien 9 May, 2023 @ 3:49pm 
Your district overwrites are missing changes PDX did to the category field

Example is district_generator is supposed to be category = planet_districts_generator instead of category = planet_districts. A check of all the district files in the mod, all of them are missing them.
corsairmarks  [author] 29 May, 2022 @ 12:09pm 
The game does have some weirdness with civic swaps and empire creation. The same kind of thing can happen with Devouring Swarm/Terravore.
Maalvorninclex 29 May, 2022 @ 11:51am 
Also, If I leave the empire creation screen after creating an empire with the Lithorian Idyll civic, after returning to view that same empire the civic is changed to the Agrarian Idyll civic. If I immediately start a game after creating a new empire with the Lithorian Idyll civic, though, everything works fine.
Maalvorninclex 29 May, 2022 @ 11:44am 
I figured out what my problem was. In the time where I couldn't find the Lithorian Idyll civic in the empire selection, I was editing an already existing lithoid empire I had created. What I did to fix it was to create a new lithoid empire from scratch, and when I did so I found the Lithorian Idyll civic in the civics list.
Maalvorninclex 28 May, 2022 @ 11:59pm 
Thanks for the tip, I tried what you said but unfortunately it still didn't work. I'm gonna try uninstalling my game and reinstalling to see if that fixes anything.