Stellaris
Government Variety Pack
Built-In "Compatibility" with Ethics and Civics Classic Explanation
To be honest, nothing is technically necessary to make GVP compatible with E&C. GVP only adds new game elements in new files, so nothing will be in conflict unless the author of E&C for some reason went out of the way to deliberately override a GVP game element (which I doubt has happened!). The two mods will run together just fine as-is. The issue for "compatibility" is really more conceptual: do all the elements fit together in a way that makes sense, and if not, how can we make them make sense? It's a hard question to answer. E&C is a very big mod that adds and touches a lot of game elements. I have very little time for modding anymore, so a comprehensive patch that makes sure that, say, GVP civics logically take into account the ethics added by E&C is out of the question for me (but if someone else wants to try, go right ahead).

Another issue is content (specifically, governments) in GVP that E&C prevents from forming due to new requirements. For example, if a GVP government requires two civics that E&C makes incompatible with each other, then that government cannot be formed. Alternately, an E&C government might be weighted higher than a GVP government with the same requirements, which would make it so the E&C government always forms instead of the one from GVP. (Or, vice versa!) There's no clear "right" answer for how to address these cases because undoing or changing an E&C requirement to make GVP content appear might mean breaking something else in E&C. It's likely unavoidable that some governments added by GVP may not be possible to form with changes made by E&C. This does not effect the game-mechanical "meat" of GVP - the civics - and GVP adds an awful lot of governments that will probably mostly be unaffected, so I consider it an acceptable "loss."

The main thing I want to avoid is the player seeing silly government combinations generated by the game, e.g., Fanatic Competitive (read: capitalist) Workers' Councils, etc. Using the random_weight and ai_weight filters on civics, I have tried to make sure no randomly generated/AI-player-controlled governments will have combinations like that. I don't know if it works because again, very little time, but if you see some goofy combo of GVP and E&C elements, let me know in a reply here. Maybe it's something I haven't thought to check for! But to be clear, if you do see something like what I have described here, nothing is actually "broken" besides, perhaps, your immersion.

Note that this has nothing to do with what you, the player, can do. You can combine Cooperative (i.e., socialist) ethics with Enlightened Liberalism if you want, for example, and it's up to you to decide if that breaks your immersion. Controlling for this would require a patch, which (again) I don't have time to maintain.

As a final note, if you are not using E&C, you will see error messages in the log files complaining about not being able to find various ethics. That's normal; an unavoidable result of referring to content in a mod that hasn't been loaded.
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Показване на 1-11 от 11 коментара
with the two of these combined whenever an enviromentalist faction tries to be created nothing happens but the notification, and then i get another notification every so often saying an ecocentrist faction has been made, still with no faction made
Nothing in this mod affects base-game factions or E&C factions. Having looked at the Environmentalist factions in E&C, the conditions that allows that faction to be formed is the same as any other base game faction, using a base game scripted effect. E&C does override the base game event that launches on faction formation, but only to add its factions to the logic. GVP touches none of this, so I can't really see how it's affecting it.
Последно редактиран от LittleRaskol; 24 юли 2024 в 4:00
Първоначално публикувано от LittleRaskol:
Nothing in this mod affects base-game factions or E&C factions. Having looked at the Environmentalist factions in E&C, the conditions that allows that faction to be formed is the same as any other base game faction, using a base game scripted effect. E&C does override the base game event that launches on faction formation, but only to add its factions to the logic. GVP touches none of this, so I can't really see how it's affecting it.
Im not having this issue anymore, but i am occasionally getting an empire that spawns as filthy neutrals
Първоначално публикувано от Grand Admiral Thrawn:
Първоначално публикувано от LittleRaskol:
Nothing in this mod affects base-game factions or E&C factions. Having looked at the Environmentalist factions in E&C, the conditions that allows that faction to be formed is the same as any other base game faction, using a base game scripted effect. E&C does override the base game event that launches on faction formation, but only to add its factions to the logic. GVP touches none of this, so I can't really see how it's affecting it.
Im not having this issue anymore, but i am occasionally getting an empire that spawns as filthy neutrals
should be worth noting that i am using the two mods with planetary diversity as well
The neutrals thing is also pretty mysterious. None of the compatibility changes *should* change how ethics are assigned. They just say, if your government has this or that ethic, don't select this civic. I don't see how it would cause that, but I don't know if I can rule it out 100% either.
Първоначално публикувано от LittleRaskol:
The neutrals thing is also pretty mysterious. None of the compatibility changes *should* change how ethics are assigned. They just say, if your government has this or that ethic, don't select this civic. I don't see how it would cause that, but I don't know if I can rule it out 100% either.
Well it seems to happen alot, so trying to figure it out would probably be expedient.
Първоначално публикувано от LittleRaskol:
The neutrals thing is also pretty mysterious. None of the compatibility changes *should* change how ethics are assigned. They just say, if your government has this or that ethic, don't select this civic. I don't see how it would cause that, but I don't know if I can rule it out 100% either.
is there a way of debugging it in game?
Have you looked at your error log?
Първоначално публикувано от LittleRaskol:
The neutrals thing is also pretty mysterious. None of the compatibility changes *should* change how ethics are assigned. They just say, if your government has this or that ethic, don't select this civic. I don't see how it would cause that, but I don't know if I can rule it out 100% either.
could using a mod that increases the size of galaxies cause it?
I have no experience with that kind of modding.
LittleRaskol  [разработчик] 13 септ. 2024 в 7:47 
The neutrals issue seems to be related to "create_country" effects when using the Tradeways origin, which can create a government configuration that is invalid in E&C (where Merchant Guilds has stricter ethic requirements). A fix is in the works.
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Показване на 1-11 от 11 коментара
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