Stellaris

Stellaris

More Civics in Ethics and Civics Rebuild - No Traditions
Found several bugs
I played a full game with this mod and really enjoyed it, but I also found several bugs. As a disclaimer, I have only completed one unmodded playthrough before, so I apologize if any of these are actually vanilla bugs.

* Empires with the following ethics spawned as Despicable Neutrals, which is a debug personality that should never spawn in the base game:
---> xenophile, militarist, individualist, and fanatic materialist
---> xenophile, fanatic ecologist, and fanatic elitist

* An empire spawned without a name. For the entire game, they had no name at all. I get the feeling this mod may be behind this because some empire names are based on their civics (ie, the X Theocracy, the X Autocracy, etc).

* There is a capital-only building unlocked by this mod that seems to have an internal name instead of a display name and a description. It is called building_ministry_culture and the description in-game is simply "building_ministry_culture_desc"

* On the unrest screen, you might see "Allowed: 25%" in red with no indication of what that means. It's not very clear; is this in reference to the government policy of allowing personal weapons?

* The egalitarian icon is extremely low-res on the government screen when it's your own empire (you know, the same screen that shows your leader and your piracy risk) started a new playthrough and the low-res icon also appears in other empires's ethics collection on the diplomacy screen

* I couldn't manage the Xenophobe faction since it was founded (I was a fanatic libertarian-militarist-collectivist-egalitarian who conquered several planets from a xenophobic empire). The button is completely grayed out and remained like that the entire playthrough. This means I couldn't suppress, promote, or embrace that faction. I tried letting the faction leader die of old age and clicking manage faction for a different faction and then clicking the xenophobes (the suppress/embrace/promote menu simply disappeared), to no avail.

* There is an egalitarian perk where you can get leaders for free at random. This perk does not take into account your leader capacity, meaning you could go over. If you do go over, it seems like the next time you load the game, some leaders get culled to put you back at your leader capacity limit.

* Thermal borehole (added by this mod) can only be placed in one location per planet by the player in spite of not being labeled a planet unique, but the AI seems able to place multiple on their planets.

* The spiritualist faction will remain angry at being an "embattled minority" even if that faction makes up more 25% of the empire's population (which according to the faction screen should be the tipping point for them to learn some chill)
Last edited by Raging Homosexual; 24 Sep, 2018 @ 5:37pm
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5$ Lewdboxes 23 Sep, 2018 @ 9:34am 
Likewise. I just had HUMANS spawn as despicable neutrals. Took me out of it, really.
Shame though, there's a lot of good work here.
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