Stellaris

Stellaris

Ethics and Civics Alternative - FunEFork
MrFunEGUY  [developer] 9 Apr, 2023 @ 7:34pm
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Showing 1-15 of 16 comments
In'ei 10 Apr, 2023 @ 5:13am 
I think there is minor issue with "Enlightened Liberalism" civic desctiption. It only states that it can't be spiritual or cooperative in tooltip. But it is also becomes blocked out with fanatic authoritarian as well, which is missing from decsription tooltip.
In'ei 17 Apr, 2023 @ 1:47pm 
There is a major issue, actually, if I got it right - you have "buildings_upgrade_allow = yes" flag set in "allow" of two buildings - building_commercial_megaplex (upgraded version of commercial zones) and building_factory_3 (which is third tier of consumer goods factory). The problem here is that this flag actually prevents those upgrades to be built, as it is defined neither anywhere else in your mod or in vanilla game files, and always false by default. I assume it's leftover from some old mechanics, probably, that was not properly deleted or something and needs to be fixed.
In'ei 17 Apr, 2023 @ 1:49pm 
Oh, and I suggest to put "has_upgraded_capital = yes" in "allow" requirement of building_commercial_megaplex instead.
Last edited by In'ei; 17 Apr, 2023 @ 1:49pm
MrFunEGUY  [developer] 17 Apr, 2023 @ 4:00pm 
Originally posted by In'ei:
There is a major issue, actually, if I got it right - you have "buildings_upgrade_allow = yes" flag set in "allow" of two buildings - building_commercial_megaplex (upgraded version of commercial zones) and building_factory_3 (which is third tier of consumer goods factory). The problem here is that this flag actually prevents those upgrades to be built, as it is defined neither anywhere else in your mod or in vanilla game files, and always false by default. I assume it's leftover from some old mechanics, probably, that was not properly deleted or something and needs to be fixed.

Thanks. Fixed.
In'ei 18 Apr, 2023 @ 8:23am 
Another small thing - not a bug, rather compatibility issue with GVP - Heritage trust civic (megacorp) is available in the list, but it requires xenophobe ethic. And since corporate authorities are strictly forbidden to be xenophobes - only possibility to ever pick it - is to shift ethic during game perhaps - not sure if it's viable thing this way though. Perhaps, you should allow at least private corporate authority to be at least mildly xenophobic? Or somewhat relax ethics with criminal heritage maybe.
Xenmor empire 24 Oct, 2023 @ 4:26pm 
Can there be an ownership policy like were you can choose who owns the economy for example:

Mixed ownership
Private ownership
Public ownership
State ownership
Worker ownership
Or it there civics for it?
MrFunEGUY  [developer] 24 Oct, 2023 @ 4:43pm 
Originally posted by Xenmor empire:
Can there be an ownership policy like were you can choose who owns the economy for example:

Mixed ownership
Private ownership
Public ownership
State ownership
Worker ownership
Or it there civics for it?

There's already Planned Economy vs Free Market, not sure Ill do more.
Xenmor empire 10 Feb, 2024 @ 3:56pm 
ok, can there be a new government type for imperial + socialistic ideas, if you do please doin't forget the dynastic last names on it, otherwise it will glitch.
MrFunEGUY  [developer] 10 Feb, 2024 @ 7:44pm 
I like Imperial Socialism, so Ill consider it.
Auspician 31 May, 2024 @ 6:26am 
Create a toggle to make crew optional, or roll it into a separate mod entirely.
MrFunEGUY  [developer] 5 Jun, 2024 @ 11:47pm 
Hmm a toggle for it may be possible
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