Stellaris

Stellaris

Government Variety Pack
 This topic has been pinned, so it's probably important
LittleRaskol  [developer] 12 May, 2022 @ 7:14pm
Balance, Bug, and Issue Reports
So, this thread is basically where I'd like discussion of whether certain civics are overpowered or too weak, etc. to go. Have at it! It's also for more detailed bug reports than what the main comment section allows. If you post something here, though, it would help a lot to also use this form[airtable.com]. (You can also just use the form if you want.)

Known Issues
  • Civics relying on special vassals may not work exactly as intended and are due for an overhaul. I'm specifically thinking of Imperial Economy and Colonial Chartering. I think Colonial Chartering should be mostly fine, but the special vassals added by Imperial Economy likely won't do everything advertised.
  • In order to make civics that have an "or" dependency on different categories of prerequisites (e.g., "Egalitarian OR Democratic"), I had to add duplicate versions of some civics. These show up from time to time when no requirements for either are met. This is annoying but harmless.
  • See here[airtable.com] for a list of issues I am tracking.
Last edited by LittleRaskol; 15 May, 2022 @ 5:13pm
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Showing 1-15 of 64 comments
agentz 23 May, 2022 @ 9:32am 
Hi. Got error message in error.log
partial log [pastebin.com]
My mods [pastebin.com]

Also got lot warning messages, related probably to ACOT mod. Any chance this will be fixed?
warning log [pastebin.com]
LittleRaskol  [developer] 23 May, 2022 @ 9:54am 
The error in your first file can basically be ignored, it refers to my attempt to use origin as an randomization weighting factor for civics which does not work. But also, it will not do anything.

As to the warnings, my mod does not do anything with the rebel creation effect so I can't say what the chances of fixing them are because they're not coming from my mod. Seems like another mod is creating rebels and having some kind of issue making various civics/ethos/authority combos work together. Some of these civics are from my mod, some are not, but I have no way to discern what is going on or what the implications of it are on the actual game.
Renown 31 May, 2022 @ 2:21pm 
Could this mod cause issues with wars having no names?
LittleRaskol  [developer] 31 May, 2022 @ 3:13pm 
I doubt it. It doesn't do anything with war names really.
Renown 31 May, 2022 @ 3:45pm 
Okay, thanks!
Twinkhammer69 6 Jun, 2022 @ 6:12pm 
having issue with imperial origin tried to make private military contractor empire. when i chose military focus for my type at start of game under my liege empire my resources become broken. flucuteing between extreme money and no minerals to the opposite and i couldn't fix it. this is the only government mod i have otherwise its NSC2 and planetary diversity
LittleRaskol  [developer] 6 Jun, 2022 @ 7:19pm 
The Private Military Contractor government type is just flavor text for a combination of base game elements. There are no actual gameplay effects of it beyond election weights.
Zak 12 Jun, 2022 @ 12:00pm 
I posted this in a comment but this is probably the better place>

I cannot offer normal vassalization anymore with the newest update.
LittleRaskol  [developer] 12 Jun, 2022 @ 12:44pm 
Can you be more specific? What exactly is happening?
Zak 12 Jun, 2022 @ 2:18pm 
Originally posted by LittleRaskol:
Can you be more specific? What exactly is happening?
Basically I cannot offer vassalization or change vassal contracts at all. The button is just grey and does not say why.
Zak 15 Jun, 2022 @ 7:16am 
I made a local file and deleted the 3 agreements folders and it fixed the issue. So maybe something in that agreement section is causing the negotiation terms to just break.
AlienFromBeyond 6 Sep, 2022 @ 12:08am 
After playing a dedicated game with it, Planetmind Creativity needs a huge nerf. It's pretty trivial to get -100% empire size from pops with it, which are by far the biggest contributor to your empire size. There's not really a realistic way to cap it so changing out the empire size reduction for something else is probably prudent. Maybe diplo weight from pops instead? Or if it was empire size from pops on their planet and not empire-wide (afaik you can't do the modifier this way though).
LittleRaskol  [developer] 8 Sep, 2022 @ 6:47am 
So when I thought this through, I realized that a player could do this by getting either level 5 synaptic buildings on 20 planets or level 1 synaptic buildings on 100 planets, and a range of possibilities in between. This did not seem like it would be trivial to accomplish, but you've found it pretty easy? Or is something else going on?

Sometimes the game lets you put modifiers in the "wrong context" and they are applied to that context. Example: Planet modifiers applied to country cope apply to all the country's planets. Worth a try to see if it will work in the opposite direction. So I'll see what happens if I put a modifier for empire size in the block that defines planet modifiers added by a job. (Edit: Nope, throws an error.)

Otherwise, there isn't really a great way to "balance" this. I think the solution I'm going to just stick with is a combination of reducing planet impact on empire size (less impactful overall and makes more sense than pops, this is what it used to do before I got some feedback that it was lackluster so I might increase the effect) with maybe more planetary crime and instability. Or maybe I will get around to simulating this kind of tradeoff with a situation.
Last edited by LittleRaskol; 8 Sep, 2022 @ 6:08pm
LittleRaskol  [developer] 8 Sep, 2022 @ 6:57am 
Although... it is not impossible to count things like "number of synaptic building levels" and apply a hard cap by preventing building or upgrading such buildings if a variable counting them is at, like, 75 or something.
AlienFromBeyond 8 Sep, 2022 @ 6:42pm 
Yeah I've found it pretty easy and I play on just a Medium size galaxy, though with GPM + PD there are a lot more terraforming candidates so that could be exacerbating the issue. The pops required for each level only goes up by 5 each time though, that combined with the modifier stacking additively with other sources of the modifier means hitting -100% empire size from pops is pretty easy. After all, the civic itself gives -5% before any jobs, and the vanilla civic Subsumed Will gives -20%, so those two together are already -25% empire size from pops. With say level 3 nodes gives jobs that give -3% empire size from pops total per planet, you only need 25 planets with that number of pops to hit -100%, while totally discounting getting more from other mods. On top of that you get an absolutely insane amount of monthly influence because of all of them.

I think reducing that specific planet's impact on empire size (as in the same way Planetary Ascension works right?) would be much more balanced and feed better into a playstyle that thematically seems more suited for it anyways (fewer, bigger planets). Even if you do the counting style with a cap of -25% that would still let you go from 75% size from pops to 50% size from pops which is an incredible amount, and would result in optimal play of only building/upgrading enough to get the maximum size reduction and no more.
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