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/Documents/Paradox Interactive/Stellaris/logs/error.log
If you don't have my Venture Politics mod downloaded/enabled, you will see something like this:
"[17:30:06][trigger_impl.cpp:8520]: has_district trigger uses inexistent district: district_arcology_trade. file: common/deposits/exodus_mod_deposits.txt line: 122"
If you see that line, the mod is loading in. If you see other stuff flagging files that have "exodus_mod" in the name, that is the most valuable to tell me about.
you can use the console command effect = {remove_deposit = KEY} while looking at that planet's planet screen using the folowwing keys:
d_hydroponic_arcology
d_overloaded_infrastructure (weather controkl tech blocker)
d_overloaded_infrastructure_2 (antigrav tech blocker)
d_overloaded_infrastructure_3 (decrepit urban corridor)
d_dwindling_stockpile
d_plentiful_stockpile
d_renewed_city (peerless megalopolis)
The way this mod works is your homeworld is actually generated as a regular, default homeworld - I don't modify map generation at all. Then, after all the map generation stuff, this mod fires and clears your homeworld of features, sets it to an ecumenopolis, and adds what it needs.
However, because lots of mods use this same "start of game event" trigger, what's probably happening is there is a mod that is trying to setup matching worlds, but it's grabbing your capital's planet_class (which has now been set to pc_city) instead of your species climate preference.
Notice that this mod doesn't result in your species getting Ecumenopolis preference - you keep whatever you chose at startup. I just rolled a random map to verify that I get the correct planet classes (continental in my case) for my guaranteed colonies.
Also, I am using Sol system Expanded 25 tile earth as my system. Don't know if that would cause issues. I recently noticed that particular version of the mod hadn't been updated in a while. Will check though.
So I can confirm that it is that mod and not yours. I will see if I can report this issue on that mod's bug report page.
Not sure if it's a mod conflict somewhere (only added three mods since installing - the Espionage one, the expanded list mod it has as a requirement and a patch to make it appear on the expanded UI. Mod worked with everything else) or just a bug/glitch. Ended up doing the event skip cheat to flag it as finished.
So what's supposed to happen is once you begin colonizing a new planet for the first time, a timer of 1850 days is started. This is event exodus.31. 1850 is to have the second part, exodus.32, trigger just after the setup is done and you have a new colony "officially" going.
However, exodus.32 immediately triggers exodus.25, which is what grants the special project.
So quite literally once your colony ships touches down you should be on a timer to get the special project; there is no condition to prevent it from happening. I have never been able to actually break the sequence myself.
Upon completing the project, event exodus.26 is triggered. So if, for whatever reason, this is happening to you over and over, you can type exodus.25 to grant the project; if that's no dice, exodus.26 is the project outcome and you can trigger that to mitigate using the entire skip event.
If its persistent I have to think something strange is going on for you that is somehow blocking special projects. It's not very elaborate code.
Also, the climate description is missing in the homeworld select screen.
It's probably a conflict with PD. There's no change to the game start scripts. The homeworld setup is done after the galaxy is generated.
My guess is that PD struggles because in order to display the ecumenopolis in the game setup screen, the best solution I can come up with is a bit of a hack to use a placeholder planet class. Otherwise, the image will be partially black because of how paradox has coded the setup screen backgrounds.
Once you colonize a new planet, what should happen is a special project will appear in the situation log. (A notification pops up saying your leader has assembled the brightest minds etc.) You complete that project - that enables a planet decision called "Rebuild Ecumenopolis." This decision only appears if you finish the project, and you need the "Weather control systems" tech to take it. Fortunately, the special project gives you a random amount of progress on that tech.
When the "Rebuild" decision finishes, you get showered in rewards.