Stellaris

Stellaris

More Policies Pack
 This topic has been pinned, so it's probably important
SeanMungo  [developer] 27 Dec, 2019 @ 3:42am
Bugs
There really should not be any bugs. No vanilla files are edited.
However, if you do find one, let me know the issue! Be sure to provide as much information as possible.
< >
Showing 1-12 of 12 comments
EclipsingSun 6 Jan, 2020 @ 6:30pm 
I don't know much about the resource mechanics of Stellaris, but I decided to use some of the policies from this mod and all of my energy resources from my mining stations just disappeared. I tried to use console commands to restore them, but that didn't work. Is this supposed to happen? As I said, i'm a pretty casual Stellaris player and I don't know much about its mechanics. I also have a lot of mods installed, but I don't think any of them are interfering. I would appreciate some help with this, thank you.
SeanMungo  [developer] 6 Jan, 2020 @ 9:32pm 
Pretty sure this is not a bug, but I think I understand what the problem is.

Basically you are overspending. You need to downgrade some of the policies, as your % of income per month is less the -100%.

If you go to for example a miner/technician, you can see how much they produce. Click on the pop, then hover over "produces" and you will see % modifiers that affect them.

you start with 100% base game value, then you add on traits and stuff,
so lets say you have no traits
You start with 100%.
Then you tack on all the policies that cost % of your income (lets focus on energy credits)
If you have a bunch of the policies activated to high levels, you will basically bleed your economy so bad, that you will have a -100% value. At which point you make nothing.
(and, due to the way the game works, you will literally see nothing on mining stations, or when you hover over your pop's "produces".)

The policies do not cost base numbers. they sap at your overall budget economy-wide.
So you have to be very careful with what you can afford.

Hopefully this helped and brought a bit of insight as to what is happening.
Drop some of the policies to lower levels, and then check your %'s by checking a pop for that resource to see what your overall % is, and how much you have left to spend on other policies etc.
EclipsingSun 7 Jan, 2020 @ 6:05pm 
Thank you. I am sorry for my ignorance with the games mechanics, but thanks for explaining it to me. I can delete my comments on here if you want, seeing as they aren't really about bugs. Thanks again.
SeanMungo  [developer] 7 Jan, 2020 @ 6:09pm 
No Worries! We could keep them here, perhaps if someone else runs into a similar issue this may be of use to them! :D
Regularity 29 Mar, 2020 @ 10:42am 
Setting the Recycling policy to "None" instead of "Low" puts me in breach of the "The Readied Shield" GC resolution. The one about you needing to have 50% fleet capacity used.


EDIT: Same for setting Trade Quality too low.
EDIT2: And Mercantile Trade.
Last edited by Regularity; 29 Mar, 2020 @ 10:53am
SeanMungo  [developer] 29 Mar, 2020 @ 11:45am 
taking a look right now, about to put forward a fix that should ease alot of the issues with the galactic extras.

It will tone down alot of the resolution breaches, as well as tone down costs of policies to better numbers.
SeanMungo  [developer] 29 Mar, 2020 @ 11:55am 
Looking at the code right now, I see nothing that should be setting you in breach of the readied shield GC resolution. Will be putting out the new update soon, just need to test it real quick. Hopefully that may solve the issue your having which is def a bug, as theres nothing in the code that would set that to happen for readied shield
Walker 11 Jun, 2020 @ 10:39am 
Mod does not seem to work mid to late game? do not know why? Does your new update only work on new games? could be the reason it does not work?
Last edited by Walker; 11 Jun, 2020 @ 10:47am
Dark 15 Jan, 2022 @ 10:37am 
The Galactic Community seems to be breaking, for some reason... You can't make any resolutions and the AI makes broken ones that make the game crash. Hoping for a fix soon!
ositopardo123 16 Jun, 2022 @ 4:20pm 
there is a bug, i think you forgot to put a: { or }, because two policies show themselves as; potential:
Minxx 28 May, 2024 @ 5:12pm 
I'm noticing a bug in the ways that values are assigned. Generally a lot of the values in the mod atm are wildly inflated beyond equivalence with their positive boon. Seeing things like a 10000% maintenance cost increase on ships for only a 25% bonus to sub-light speeds or fire rate. Things like that.
Minxx 28 May, 2024 @ 5:14pm 
Additionally, A lot of the edicts have repetitive values. Energy Bonus 8 & 7 are the same for example.
< >
Showing 1-12 of 12 comments
Per page: 1530 50