Stellaris

Stellaris

Cultural Overhaul - No Traditions 2.0.2 with Localisation Update
NewAgeKid52 27 Mar, 2018 @ 7:16am
Coding updates
Hi ThugQueen69

These are updates I requested for the mod. I put them here because they will not fit in the comments section. Anyone can post here code and where they'd like to put it if they like.

I saw that Paradox has changed some things that look interesting so I would like to see them implemented into our mod too.

I'd like for governors to give pop resource bonus per skill level. It is found in 00_static_modifiers.txt. Under "Leader Skill modifiers". Replace what is there with:

skill_governor = { pop_resource_output = 0.02 planet_building_build_speed_mult = 0.02 planet_clear_blocker_time_mult = -0.02 }
< >
Showing 1-15 of 31 comments
NewAgeKid52 27 Mar, 2018 @ 7:36am 
In the new update Paradox also made generals much better by making their experience from ground battles much higher. Can this be implemented in the mod too? This is found in 00_defines.txt. Replace what is there with this:
LEADER_GENERAL_GROUND_COMBAT_BASE_EXPERIENCE = 100 # Leader General base experience from ground combat LEADER_GENERAL_GROUND_COMBAT_EXPERIENCE_SCALE = 2.5 # Scale factor used when calculating experience gain for General LEADER_GENERAL_GROUND_COMBAT_ARMIES_KILLED_CONVERSION = 0.25 # Scale factor for total number of armies killed after combat when calculating experience gain for General

Sorry it is sorta messy.
Last edited by NewAgeKid52; 27 Mar, 2018 @ 7:37am
NewAgeKid52 27 Mar, 2018 @ 7:42am 
They also made Devouring Swarms and Determined exterminators better by decreasing their outpost influence cost, in 00_civics.txt:
civic_hive_devouring_swarm = { modification = no potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } description = "civic_tooltip_devouring_swarm_effects" modifier = { country_starbase_influence_cost_mult = -0.35 ship_hull_mult = 0.25 ship_hull_regen_add_perc = 0.5 ship_armor_regen_add_perc = 0.5 army_damage_mult = 0.40 category_biology_research_speed_mult = 0.20 starbase_shipyard_build_cost_mult = -0.25 country_naval_cap_mult = 0.33 } } civic_machine_terminator = { potential = { authority = { value = auth_machine_intelligence } } possible = { civics = { NOR = { value = civic_machine_servitor value = civic_machine_assimilator } } } modification = no random_weight = { base = 5 modifier = { factor = 0 NOT = { host_has_dlc = "Synthetic Dawn Story Pack" } } } description = civic_tooltip_machine_terminator_effects modifier = { country_starbase_influence_cost_mult = -0.15 ship_weapon_damage = 0.25 starbase_shipyard_build_cost_mult = -0.15 country_naval_cap_mult = 0.33 } }

I made it so their outpost influence reduction still goes to -50% and -30% respectively since hives/machines already have a -15% outpost reduction for non-devouring/exterminator types too.

For Fanatic Purifier:
civic_fanatic_purifiers = { modification = no playable = { host_has_dlc = "Utopia" } potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { value = ethic_fanatic_xenophobe OR = { value = ethic_militarist value = ethic_spiritualist } } civics = { NOR = { value = civic_syncretic_evolution value = civic_barbaric_despoilers } } } random_weight = { base = 1000 modifier = { factor = 0 NOT = { host_has_dlc = "Utopia" } } } description = "civic_tooltip_fanatic_purifiers_effects" modifier = { ship_fire_rate_mult = 0.33 army_damage_mult = 0.33 country_starbase_influence_cost_mult = -0.1 starbase_shipyard_build_cost_mult = -0.15 country_naval_cap_mult = 0.33 } }
Last edited by NewAgeKid52; 27 Mar, 2018 @ 7:49am
shakee 27 Mar, 2018 @ 10:00am 
Aren't the first two obsolete since they are in the latest patch and this mod does no mess with those?

I second the third post.
Furtive  [developer] 27 Mar, 2018 @ 6:02pm 
Hey NewAgeKid52, thanks for posting these suggestions! I think shakee is right in that the first two aren't overwritten by the mod, but I'll double check to make sure nothing in the custom modifiers or defines files are messing with those. I can definitely update the civics. Will hopefully get this out tonight.
NewAgeKid52 27 Mar, 2018 @ 6:31pm 
Hi
Yeah my bad :(
I just noticed I had an old mod that tried to change one thing but used the entire 00_static_modifiers file to do that.

I also thought about Fanatic Libertarian and I think it'd be good to buff that ethic to -25% outpost influence cost BTW to make it more attractive vs just taking a civic to reduce outpost influence costs.

I'll also try to make Timocracy and Martial Brotherhood civics to not be mutually exclusive, so I will try to update my progress here if I can make them work.
NewAgeKid52 27 Mar, 2018 @ 7:10pm 
I learned something new today when trying to mod. It appears that Paradox put in the ability to have starting ship experience as a modifier but when put into a civic, it doesn't work. Oh well.
Here are my suggestions for the civics.

Elite Troops:
civic_elite_troops = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_militarist value = ethic_militarist value = ethic_fanatic_militarist } } civics = { NOR = { value = civic_private_military } } } random_weight = { base = 5 } modifier = { army_damage_mult = 0.15 ship_fire_rate_mult = 0.05 SHIP_ACCURACY_ADD = 3 SHIP_TRACKING_ADD = 2 army_starting_experience_add = 50 ARMY_EXPERIENCE_GAIN_MULT = 0.30 SHIP_EXPERIENCE_GAIN_MULT = 0.30 general_skill_levels = 2 } }

Martial Brotherhood:
civic_military_demos_cratos = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_militarist value = ethic_militarist value = ethic_fanatic_militarist } } authority = { OR { value = auth_democratic value = auth_direct_democratic } } civics = { NOR = { value = civic_cyber_demos_cratos value = civic_peaceful_republic } } } random_weight = { base = 1 } modifier = { planet_army_build_speed_mult = 1 army_upkeep_mult = -0.40 army_starting_experience_add = 100 army_experience_gain_mult = 0.33 PLANET_ARMY_BUILD_COST_MULT = -0.20 ARMY_DEFENSE_MORALE_MULT = 0.15 pop_citizen_happiness = 0.03 COUNTRY_UNREST_UNHAPPY_POP_EFFECT_MULT = 0.20 } }

Timocracy doesn't need changing since it doesn't have anything in there to prevent Martial Brotherhood from being chosen along with it.

It seems that with Petruxa's old mod he added but +1 for army rank, but now they simply use experience points for armies instead. So in order to get to "experienced" rank for armies, you need 100 experience points.
Last edited by NewAgeKid52; 27 Mar, 2018 @ 7:33pm
NewAgeKid52 27 Mar, 2018 @ 7:37pm 
Had to update Martial Brotherhood civic in my code in the post above this one since the former had pop unrest modifiers included the slaves in the equation. I think this one with "COUNTRY_UNREST_UNHAPPY_POP_EFFECT_MULT" I don't think includes the slaves in the calculation does it? Because the slaves do not have guns even though the "free" people do and they are happy with them, therefore the pop unrest shouldn't apply to slaves because they don't have guns to rebel with if Timocracy and Martial Brotherhood are on at the same time.

Is it also possible to make the default AI choice for any empire with Fanatic Libertarian or empire with Martial Brotherhood have personal weapons set to Allowed, rather than Limited?
shakee 28 Mar, 2018 @ 9:16am 
Is it maybe possible to use ship_modifier instead of modifier for the civics?
NewAgeKid52 28 Mar, 2018 @ 11:11am 
Would like to buff Distinguished Admiralty a bit:
civic_distinguished_admiralty = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_militarist value = ethic_militarist value = ethic_fanatic_militarist } } civics = { NOR = { value = civic_private_military } } } random_weight = { base = 5 } modifier = { admiral_skill_levels = 2 country_leader_cap = 2 LEADER_ADMIRAL_COST = -0.25 SHIP_EVASION_MULT = 0.04 SHIP_EVASION_ADD = 2 SHIP_EXPERIENCE_GAIN_MULT = 0.20 } }
Last edited by NewAgeKid52; 28 Mar, 2018 @ 11:23am
NewAgeKid52 29 Mar, 2018 @ 3:30pm 
Would like to buff Fanatic Libertarian ethic to make it attractive vs just taking a civic to decrease outpost influence cost:
ethic_fanatic_egalitarian = { cost = 2 category = "col" category_value = 4 category_opposite = yes regular_variant = ethic_egalitarian use_for_pops = no tags = { ETHIC_ONLY_DEMOCRACY } country_modifier = { faction_influence_mult = 0.45 country_starbase_influence_cost_mult = -0.25 pop_migration_speed = 0.5 pop_government_ethic_attraction = -0.12 } random_weight = { value = 150 } }
Last edited by NewAgeKid52; 29 Mar, 2018 @ 3:31pm
NewAgeKid52 29 Mar, 2018 @ 7:15pm 
It feels like Space Engineer civic is not powerful enough. So I upgraded it to +2 Starbases so it will be a more viable pick.

civic_space_engineer = { icon = "gfx/interface/icons/governments/civics/civic_space_engineer.dds" potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_industrial value = ethic_industrial value = ethic_fanatic_industrial } } } random_weight = { base = 1 } modifier = { country_starbase_capacity_add = 2 starbase_shipyard_build_speed_mult = 0.10 megastructure_build_speed_mult = 0.10 COUNTRY_STARBASE_UPKEEP_MULT = -0.07 STARBASE_BUILDING_BUILD_SPEED_MULT = 0.15 STARBASE_MODULE_BUILD_SPEED_MULT = 0.15 STARBASE_UPGRADE_COST_MULT = -0.20 STARBASE_UPGRADE_SPEED_MULT = 0.15 STARBASE_DEFENSE_PLATFORM_CAPACITY_ADD = 1 category_voidcraft_research_speed_mult = 0.20 } }
NewAgeKid52 29 Mar, 2018 @ 9:02pm 
Consumerism civic could use a buff since its consumer good cost is substantial. Also updated it to be not taken if has Spiritual Harmony.
civic_consumerism = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { NOR = { value = ethic_fanatic_socialism value = ethic_fanatic_green value = ethic_fanatic_spiritualist } OR = { text = civic_tooltip_capitalism value = ethic_capitalism value = ethic_fanatic_capitalism } } civics = { NOR = { value = civic_keepers_harmony value = civic_asceticism value = civic_environmentalist value = civic_spiritual_harmony } } } random_weight = { base = 1 } modifier = { pop_happiness = 0.05 country_resource_energy_mult = 0.065 country_trade_attractiveness = 0.25 pop_consumer_goods_mult = 0.2 country_resource_unity_mult = -0.04 } }
Last edited by NewAgeKid52; 29 Mar, 2018 @ 9:03pm
NewAgeKid52 1 Apr, 2018 @ 9:10pm 
Isolationism civic could use a rework:
civic_isolationism = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_xenophobe value = ethic_xenophobe value = ethic_fanatic_xenophobe } } } random_weight = { base = 1 } modifier = { defensive_war_influence_gain_add = 1 planet_orbital_bombardment_damage = -0.33 shipsize_military_station_small_upkeep_mult = -0.20 shipsize_military_station_small_build_cost_mult = -0.10 shipsize_military_station_small_build_speed_mult = 0.15 shipsize_military_station_small_hull_mult = 0.10 army_defense_morale_mult = 0.25 army_defense_health_mult = 0.25 STARBASE_DEFENSE_PLATFORM_CAPACITY_ADD = 3 diplomacy_influence_cost = 0.5 } }

Parliamentary Monarchy civic needs buff:
civic_par_monarchy = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { authority = { value = auth_imperial } } random_weight = { base = 5 } modifier = { edict_length_mult = 0.15 country_resource_unity_mult = 0.05 faction_influence_mult = 0.15 } }

Mining Guilds could use some nerf:
civic_mining_guilds = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } random_weight = { base = 5 } modifier = { country_resource_minerals_mult = 0.10 max_minerals = 2000 shipsize_mining_station_build_cost_mult = -0.1 shipsize_mining_station_upkeep_mult = -0.15 } }

Same with the Machine version of Mining Guilds, Rock Breakers:
civic_machine_rockbreakers = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { country_resource_minerals_mult = 0.10 max_minerals = 2000 shipsize_mining_station_build_cost_mult = -0.1 shipsize_mining_station_upkeep_mult = -0.15 } }

Buffing Imperial Cult civic:
civic_imperial_cult = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_spiritualist value = ethic_spiritualist value = ethic_fanatic_spiritualist } } authority = { OR = { value = auth_imperial } } civics = { NOR = { value = civic_philosopher_king value = civic_military_dictatorship } } } random_weight = { base = 1 } modifier = { edict_length_mult = 0.30 edict_cost = -0.25 country_resource_influence_add = 0.25 leader_scientist_cost = 0.2 } }

Explorer civic to be rebalanced:
civic_exploration = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_materialist value = ethic_materialist value = ethic_fanatic_materialist } } } random_weight = { base = 1 } modifier = { science_ship_survey_speed = 0.25 ship_anomaly_research_speed_mult = 0.25 ship_anomaly_generation_chance_mult = 0.10 shipsize_research_station_build_cost_mult = -0.1 shipsize_research_station_upkeep_mult = -0.15 shipsize_science_upkeep_mult = -0.5 shipsize_science_build_speed_mult = 0.30 shipsize_science_build_cost_mult = -0.25 } }

Buff Private Military:
civic_private_military = { icon = "gfx/interface/icons/governments/civics/civic_private_military.dds" potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } random_weight = { base = 5 } possible = { ethics = { OR = { text = civic_tooltip_capitalism value = ethic_capitalism value = ethic_fanatic_capitalism } } civics = { NOR = { value = civic_elite_troops value = civic_military_industry value = civic_defenders_faith value = civic_warrior_culture value = civic_distinguished_admiralty value = civic_citizen_service } } } random_weight = { base = 1 } modifier = { ship_upkeep_mult = -0.30 COUNTRY_STARBASE_UPKEEP_MULT = -0.30 shipsize_military_station_small_upkeep_mult = -0.20 army_upkeep_mult = -0.20 country_war_exhaustion_mult = -0.05 COUNTRY_TRUST_CAP_ADD = -20 SHIP_WEAPON_DAMAGE = -0.05 COUNTRY_UNREST_UNHAPPY_POP_EFFECT_MULT = 0.18 country_resource_unity_mult = -0.1 country_resource_influence_mult = -0.15 } }
--------
I think Gestalt Consciousness ethic may need to be nerfed somewhat by having lower influence gain:
ethic_gestalt_consciousness = { playable = { OR = { host_has_dlc = "Utopia" host_has_dlc = "Synthetic Dawn Story Pack" } } cost = 5 category = "hive" category_value = 0 use_for_pops = no country_modifier = { country_piracy_risk_mult = -0.33 country_war_exhaustion_mult = -0.2 country_resource_influence_add = 1.2 country_core_sector_system_cap = 4 } tags = { ETHIC_GESTALT_CONSCIOUSNESS_NO_TUTORIAL ETHIC_GESTALT_CONSCIOUSNESS_AUTHORITY ETHIC_GESTALT_CONSCIOUSNESS_IMMORTAL_RULER ETHIC_GESTALT_CONSCIOUSNESS_NO_FACTIONS ETHIC_GESTALT_CONSCIOUSNESS_DOMESTIC_POP_SURVIVAL ETHIC_ALLOW_NO_RETREAT } random_weight = { value = 100 modifier = { factor = 0 OR = { NOR = { host_has_dlc = "Utopia" host_has_dlc = "Synthetic Dawn Story Pack" } has_global_flag = game_started # additional traits (trait_hive_mind, trait_machine_unit) are only assigned and verified for empire designs, no effect after game start } } modifier = { factor = 2 host_has_dlc = "Synthetic Dawn Story Pack" host_has_dlc = "Utopia" NOT = { has_global_flag = game_started } } } }

Does anyone here know how to make a civic that does the same thing as Agrarian Idyll does, by giving unity when a pop is working on a farm tile? I'd want to make one or have one made where it increases unity by maybe like 0.25 per mine instead. I think it would be called a "Drone Brotherhood" which I think should give small unity per mine or something like that.
Last edited by NewAgeKid52; 2 Apr, 2018 @ 6:33pm
NewAgeKid52 2 Apr, 2018 @ 8:55am 
I can't seem to get the Drone Brotherhood civic working correctly. It looks like this, look at the civic selector (ignore the planet and flags and outdoor picture and race, those are just from turning off mods to bug test this). The civic selector when I try to create the Drone Brotherhood civic, all the civics are gone and they get messed up.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1350403483

Here is the code I used for Drone Brotherhood, if you use this code it WILL turn the civic menu into the picture shown above, and I don't know how to fix it:
civic_drone_brotherhood = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } ethics = { OR = { text = civic_tooltip_pluralist value = ethic_pluralist value = ethic_fanatic_pluralist } NOR = { text = civic_tooltip_not_authoritarian value = ethic_authoritarian value = ethic_fanatic_authoritarian } } civics = { NOR = { value = civic_timocracy value = civic_trade_league } } } random_weight = { base = 5 } modifier = { shipsize_mining_station_build_cost_mult = -0.10 shipsize_mining_station_upkeep_mult = -0.10 shipsize_constructor_upkeep_mult = -0.5 shipsize_constructor_build_speed_mult = 0.30 shipsize_constructor_build_cost_mult = -0.25 } }

I also wanted to update Labor Unions, Trade League, and Timocracy to account for Drone Brotherhood, and there can't be Labor Unions when there is a caste system.

I don't think these civics will mess up the game, but try only one at a time I don't know if they'd do the same thing as the Drone Brotherhood would.

Labor Unions:
civic_labour_unions = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_pluralist value = ethic_pluralist value = ethic_fanatic_pluralist } NOR = { text = civic_tooltip_not_authoritarian value = ethic_authoritarian value = ethic_fanatic_authoritarian } } civics = { NOR = { value = civic_trade_league value = civic_timocracy } } } random_weight = { base = 1 } modifier = { country_leader_cap = 2 leader_cost = -0.15 planet_unrest_mult = -0.22 planet_building_build_speed_mult = 0.10 pop_citizen_happiness = 0.03 } }

Trade League:
civic_trade_league = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_capitalism value = ethic_capitalism value = ethic_fanatic_capitalism } NOR = { value = ethic_green value = ethic_fanatic_green value = ethic_fanatic_pluralist } } civics = { OR = { value = civic_corporate_dominion value = civic_free_market } NOR = { value = civic_empire_bureau value = civic_public_works value = civic_agrarian_idyll value = civic_asceticism value = civic_labour_unions value = civic_drone_brotherhood } } } random_weight = { base = 5 } modifier = { country_resource_energy_mult = 0.10 max_energy = 2000 country_resource_minerals_mult = 0.10 max_minerals = 2000 planet_building_upkeep_mult = -0.10 shipsize_mining_station_upkeep_mult = -0.10 pop_environment_tolerance = -0.03 all_technology_research_speed = -0.05 edict_cost = 0.25 leader_cost = 0.25 country_resource_unity_mult = -0.15 } }

Timocracy:
civic_timocracy = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { value = ethic_elitist value = ethic_fanatic_elitist } NOR = { value = ethic_egalitarian value = ethic_fanatic_egalitarian value = ethic_fanatic_socialism } } civics = { NOR = { value = civic_labour_unions value = civic_drone_brotherhood } } authority = { OR = { value = auth_democratic } } } random_weight = { base = 1 } modifier = { country_leader_cap = 3 country_election_influence_cost_mult = -0.75 #elite influences elections tradition_cost_num_slaves_mult = -0.25 pop_slave_resource_output = 0.05 } }

It might be related to Petruxa using Drone Brotherhood civic to give unity to farms and mines in a past version, but then he abandoned it and maybe the error has something to do with that? I am just guessing but I am not very sure.
Last edited by NewAgeKid52; 2 Apr, 2018 @ 2:15pm
NewAgeKid52 4 Apr, 2018 @ 4:04pm 
Would like to add an interesting mechanic that fits thematically for civics that make armies better:
Max Occupation Garrisons, so maybe it makes it a little harder to take back planets that have been successfully invaded during war.

Warrior Culture
civic_warrior_culture = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_militarist value = ethic_militarist value = ethic_fanatic_militarist } } civics = { NOR = { value = civic_private_military } } } random_weight = { base = 5 } modifier = { army_damage_mult = 0.20 army_upkeep_mult = -0.20 planet_army_build_speed_mult = 0.30 ARMY_DISENGAGE_CHANCE_MULT = 0.07 country_resource_unity_mult = 0.04 COUNTRY_OCCUPATION_ARMIES_ADD = 1 } }

Defenders of Faith
civic_defenders_faith = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_spiritualist value = ethic_spiritualist value = ethic_fanatic_spiritualist } NOR = { value = ethic_fanatic_pacifist } } civics = { NOR = { value = civic_private_military } } } random_weight = { base = 1 } modifier = { max_rivalries = 1 rivalry_influence_gain = 0.1 army_morale = 0.15 army_morale_damage_mult = 0.15 army_health = 0.2 ARMY_ATTACK_DAMAGE_MULT = 0.10 ARMY_EXPERIENCE_GAIN_MULT = 0.20 COUNTRY_OCCUPATION_ARMIES_ADD = 1 pop_ethic_militarist_attraction_mult = 0.2 pop_ethic_spiritualist_attraction_mult = 0.2 } }

Strength of Legions (for Hive)
civic_hive_strength_of_legions = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { army_damage_mult = 0.20 army_upkeep_mult = -0.20 PLANET_ARMY_BUILD_COST_MULT = -0.1 planet_army_build_speed_mult = 0.30 ARMY_DISENGAGE_CHANCE_MULT = 0.07 COUNTRY_OCCUPATION_ARMIES_ADD = 1 } }

Warbots (for Machine Intelligence)
civic_machine_warbots = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { army_damage_mult = 0.2 army_upkeep_mult = -0.2 PLANET_ARMY_BUILD_COST_MULT = -0.1 planet_army_build_speed_mult = 0.30 ARMY_DISENGAGE_CHANCE_MULT = 0.07 COUNTRY_OCCUPATION_ARMIES_ADD = 1 } }
< >
Showing 1-15 of 31 comments
Per page: 1530 50