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Let me know if I'm missing something!
If we move assimilation earlier, we can satisfy this by allowing assimilation at the start-of-game (similar to the current version of the mod). But that would break Cybernetic ascension, since TA converts pops to the primary species, which is the machine species for DA. I could disable Cybernetic ascension for DA, but that would affect compatibility with other mods.
If we make it more inclusive, we could prevent non-DA machine empires from assimilating organics. But that feels unfair to non-DA machines, since (as planned above) every other empire (including Hive-Mind) can assimilate absolutely everyone. I could make TA more exclusive for all other empires too, but that's a big change just to accommodate DA's.
The DA issue is certainly a pickle though, given the compatibility implications. The only thing I can think of would be to change the DA-exclusive Cybernetics tree to front-load additional trait picks and project cost reductions.
Or would it be possible to maybe add a new purge/assimilation type for DAs with increased speed/resources/etc compared to other empires?
Ultimately, I'm leaning towards simply breaking DAs who want to go with Cybernetic Ascension; that's a very small percentage of all empires. If subscribers complain about this, I can split "Total Assimilation" out as an entirely new citizenship type, which would have the positive side-effect of reducing conflicts with other mods! That's similar to what you're suggesting, with the "new purge/assimilation type".
[13:08:35][effect.cpp:613]: Script Error, attempted to execute an effect on an unsupported scope!
Event: tass.2
Location: file: scripted effect apply_post_assimilation_effects at file: scripted effect total_assimilation_effect at file: events/tass_events.txt line: 84 line: 1 line: 1
Effect Type: set_citizenship_type
Scope:type=planet
id=16
random={ 0 1495372768 }
random_allowed=yes
root={
type=planet
id=16
random={ 0 1495372768 }
random_allowed=yes
from={
type=none
id=0
random={ 0 1101771175 }
random_allowed=yes
}
}
from={
type=none
id=0
random={ 0 1101771175 }
random_allowed=yes
}
prev={
type=pop
id=42
random={ 0 1495372767 }
random_allowed=yes
root={
type=planet
id=16
random={ 0 1495372768 }
random_allowed=yes
from={
type=none
id=0
random={ 0 1101771175 }
random_allowed=yes
}
}
from={
type=none
id=0
random={ 0 1101771175 }
random_allowed=yes
}
prev={
type=planet
id=16
random={ 0 1495372768 }
random_allowed=yes
from={
type=none
id=0
random={ 0 1101771175 }
random_allowed=yes
}
}
}
This mod seems to cause OOS errors in Multiplayer environments for random_count
@ekvinox Nope, the 2.0 version of the mod has been released, and should support Stellaris 3.6. Bug reports are welcome.