Stellaris
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No Ethics Spawn Bias
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6 OCT 2021 a las 21:11
27 MAY a las 18:36
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No Ethics Spawn Bias

Descripción
Current Version Released 5/27/25, Compatible with 4.0

Discord Server for my mods[discord.gg]
Official Website for my mods[cybrxkhansmods.godaddysites.com]


WIth this mini-mod, ethics of randomly generated AI empires are more evenly weighted to appear, so there’s less of a chance you’ll be surrounded by hostile empires as in vanilla. It's still possible to be surrounded by hostile AI if you have bad RNG - it's just less likely compared to vanilla.

Go here for the Ethics & Civics Classic compatible version for Stellaris 3.8 by Mura


This mod is NOT compatible with any mod that modifies vanilla ethics, specifically the 00_ethics.txt file. Credits to Eris for the original implementation; while my tweaks are a little different, I was inspired by their nice mod, Ethics Bias Begone: https://sp.zhabite.com/sharedfiles/filedetails/?id=2027672577

Because Ethics Bias Begone is unfortunately outdated (as of me releasing this mod), I decided to take matters into my own hands and upload this for the convenience of others.


How It Works

In vanilla, while there does not appear to be any code that makes it so empires spawn with opposite ethoses, AI empires are more likely to spawn with aggressive personalities. The devs said this was done to make the game more interesting from their perspective. I personally don't find this interesting and more tiring than anything, so I made this for myself. Due to RNG, it's still possible to spawn in a galaxy full of jerks, but ideally the chances are more balanced.

If you’re interested in how the code works so you can adjust it yourself, basically, each ethos is assigned a certain weight value in the 00_ethics.txt file that influence how likely they are to appear. For example, most ethoses are assigned values of 150 and 100 for their fanatic and non-fanatic variants respectively.

However, the Militarist ethos has weight values of 250 and 150 for fanatic and non-fanatic variants respectively, meaning militarist empires are more common. Meanwhile, Xenophile ethos has weight values of 100 and 66 for fanatic and non-fanatic variants respectively, meaning they’ll be less common. Pacifist ethos is even worse, with weight values of 33 and 66 for fanatic and non-fanatic variants respectively, meaning they’re kind of rare.

This mod simply changes the weight values for all ethoses to be 150 and 100 for fanatic and non-fanatic variants, so that Militarist/Xenophile/Pacifist distribution is more in line with the other ethoses. (Ethics Bias Begone, meanwhile, changes all the values to 500, but I decided to keep a semblance of Paradox’s original design of adding some weight to fanatic variants.)


My Other Mods

Basic Ordinary Origins: A mod that adds in several new simple, “default” Origins for player and AI to use so not everyone gets Prosperous Unification
Cybrxkhan’s Assortment of Namelists for Stellaris: Thousands of new names for leaders, spaceships, stars, and more! Fantasy, real-world inspired, and many others.
More AI Personalities: A mod that introduces tons of new AI personalities, adding more variety to the game.
134 comentarios
Ghost Fox 29 MAY a las 12:46 
@Nhovah
Almost certainly, but it's absolutely not achievement-compatible.
Nhovah 29 MAY a las 11:12 
Is this mod Ironman compatible?
cybrxkhan  [autor] 27 MAY a las 19:10 
@captain403 Thanks for confirming and helping with figuring this out!
captain403 27 MAY a las 18:45 
Aye, that appears to have fixed it. Cheers.
cybrxkhan  [autor] 27 MAY a las 18:39 
@captain403 Just occurred to me that the devs have been releasing a crapton of hotfixes and updates recently, so I just checked and turns out they changed a few lines of the code in the only file I touch lol. I've just updated that file to account for their changes, which appears to have done something related to robot pops.

Hopefully the fix I just uploaded works. Try unsubscribing and resubscribing from the mod to make sure it updates properly, and hopefully that will take care of the issue. Thanks for your patience and help!
captain403 27 MAY a las 18:14 
Discussion about it here, leading me to discover the problem. https://sp.zhabite.com/app/281990/discussions/0/596276031230344266/
captain403 27 MAY a las 18:10 
Tried to run a spiritualist Empire. The materialist attraction was strong enough to completely suppress ant spiritualist attraction. If I did everything I could to suppress the mats, the supposed attraction between the 2 ethics equalised, but the mats ignored that and continued to grow.
captain403 27 MAY a las 18:03 
Yes, it happens when it's just this mod. No mods at all, it doesn't happen. Active just this again, it happens.
cybrxkhan  [autor] 27 MAY a las 17:55 
@captain403 Does the issue happen when you're running only this mod and no other mods? i.e., have you tried testing with this mod and disabling all other mods, even "minor" or cosmetic mods, to be safe?
captain403 27 MAY a las 2:51 
Ok, really odd bug to report. It seems this mod is forcing materialist attraction in the player empire. Process of new games with/without this mod points to this mod.