Stellaris

Stellaris

[4.0] Empires Expanded
763 Comments
MadeinCanada  [author] 4 hours ago 
@🌙𝓛𝓾𝓷𝓮🌙 Thanks for letting me know! I will investigate. And thanks for the support!

@The Galator (Croatoan) Will send out a patch soon, thanks for the report!

@Autumn Don't have the exact info, but it's a specialist subject type focused on producing unity/influence, and also improving diplomatic weight. You get tiers with scaling modifiers, techs, and special things like unique trade actions similar to the other specialist subjects.
Hey friend, love the mod and greatly appreciate your work; I wanted to report a potential incompatibility I found. With Ethics and Civics Classic running, this mod causes a policy implemented by E&CC, Economic Policy, to not work properly and does not allow the player to select any of the policies (they are all greyed out as unavailable)
fortification Protocols is bugged. it gives -5% unity when set to irrelevance instead of +20% like it says in the tool tip. making it a civic that just gives you a straight malus
Autumn 30 May @ 8:58pm 
Can't find any explanation of it anywhere, what does a "Senate Dependency" subject do?
ケイデンスKeiNodens 26 May @ 8:57am 
Thank you soooo much, letting me know. I would really love a compatibility patch. For now, I'll try both mods together, enjoy the game.
Thanks again for your hard work on this mod!
MadeinCanada  [author] 26 May @ 2:08am 
@ケイデンスKeiNodens Just had a look at NGS, it touches some policies like this mod, so that means that some civics from this mod that change existing policies (like bombardment or AI policy) won't work fully. I can make a compatibility patch so they work together though!

But currently, they'd still work mostly fine, with only minor issues, so if you want to play with both before the compatibility patch is out, then that should be all good, apart from a few policies every now and then
ケイデンスKeiNodens 26 May @ 1:50am 
Hi!
Thank you for your hard work on this mod.

I was wondering if this mod is compatible with NGS.
If you’re not sure, that’s perfectly fine. I'll try myself.

Thanks in advance!
MadeinCanada  [author] 23 May @ 1:18pm 
@Raven Might do, will touch up on most civics anyway so I'll look
Raven 23 May @ 8:52am 
any chance for splintered hive civic to always spawn the same amount of stuff a bit annoying that the best option is to restart till u get the most out of it
chrischung369 20 May @ 3:54pm 
I still cheese to make the origin playable by trade Civilian and seasonal dormancy anyway. LOL
MadeinCanada  [author] 20 May @ 3:35pm 
Makes sense, there's probably an issue because that civic changes the planetary setup process, so changes to 4.0 might not have translated properly. Will fix!
chrischung369 20 May @ 3:33pm 
@madeinCanada It also does not has any specialization on the planet (Archive, and Mix industry if that's the intended for the origin).
MadeinCanada  [author] 20 May @ 3:22pm 
@chrischung369 Very likely bugged, I will investigate! Thanks for letting me know
chrischung369 20 May @ 1:12pm 
Is it normal that the Dwinding Arcologies origin start without a planetary administration? Or is it bc it is bugged from 4.0?
MadeinCanada  [author] 12 May @ 4:27pm 
Ah good that you fixed it! No problem, glad it's working!
lucyminecraft05 12 May @ 4:06pm 
I got it! Randomly found out it was a save-file issue when going back a few saves. Made it work again by restarting from before the last event triggered. Thanks again!
MadeinCanada  [author] 12 May @ 3:30pm 
@lucyminecraft05 Hmm that's weird, I assume you're trying to contact it through the contacts menu? If you select the completed megastructure, there should be an "upgrade option" that acts as a diplomacy button, does that work?

Weird that this happened, haven't seen it before, but I'd assume it's something to do with the wrong flag being set at some point causing the event's conditions to not be met.

If the option through the megastructure doesn't work, can you try entering "event maai.999" into the console? That should work for sure, and let me know of what it says in the console when you enter that, if you can!
lucyminecraft05 12 May @ 3:23pm 
Stage 2. Everything was fine in Stage 1 but shortly after it hit Stage 2 it didn't work anymore. (Game itself does work, just not the Master AI. Thanks for the quick answer tho! It's appreciated.)
MadeinCanada  [author] 12 May @ 3:12pm 
@lucyminecraft05 That's probably a bug, but I haven't seen that be an issue, what stage are you on? Have you built the megastructure itself? Can you remember the last event you got about it? Will investigate
lucyminecraft05 12 May @ 3:09pm 
Okay so I have a bit of an issue with the Master AI. When I try to contact it, it doesn't talk to me or even let me open the communications. Is that a bug or did I do something wrong?
MadeinCanada  [author] 12 May @ 8:17am 
That's a pretty cool idea, I like that! Should be relatively easy to implement, too. Good suggestion!
Raven 12 May @ 8:14am 
i feel like for splintered hive civic after u clear all blockers and have them friendly an event should happen where the hive is not splintered anymore and the civic swaps into United hive or something
MadeinCanada  [author] 12 May @ 7:51am 
Just uploaded a version of the mod for Stellaris 3.14! There may be some bugs or things I missed, so let me know. Here's a link: https://sp.zhabite.com/sharedfiles/filedetails/?id=3480428331
If you don't see the mod, just wait for Steam to verify the mod.
MadeinCanada  [author] 12 May @ 7:39am 
@Myphicbowser All the jobs/amenities/housing and such have been updated to work in 4.0, so 1 job in 3.14 is now 100. I must've just missed out some tooltips and descriptions, but yes, they do work! Let me know of any issues

@[SN]Mike28282 Not yet, will be up soon, just needed to do some checks to make sure everything works fine.
[SN]Mike28282 12 May @ 7:05am 
Hi MadeInCanada! Was wondering: did you upload the 3.14 version of this mod? Couldn't find it in your workshop list
Myphicbowser 11 May @ 12:08pm 
I'm not sure if the effects are fixed in game, but a LOT of Tooltips still refer to the Old Pop Economy System, such as Born of Knowledge Capital buildings and the Origin tooltip itself, and the Planetary Council tooltip showing us only getting one job and what not

I'm hoping its just the tooltips, since I really do want to try plenty of these out!
MadeinCanada  [author] 11 May @ 8:06am 
@Aelflead Wayne True, thanks for the headsup
Aelflead Wayne 11 May @ 7:48am 
Hey, @MadeinCanada you probably need to change integrated foundries effect to be on maintenance drones, instead of unemployed drones since unemployed drones only lasts a few ticks before turned into maintenance drones.
MadeinCanada  [author] 11 May @ 6:45am 
@Selmephren Will be fixed in a patch today
@Vert I thought this could happen, I'll upload a legacy version for 3.14 today!
Vert 10 May @ 3:36pm 
Is it possible to get a backup version for 3.14? I really love your mod but hate this 4.0 update, and now can't play at all because all mods update to 4.0 and don't work anymore
Selmephren 10 May @ 12:55pm 
It really needs to be noted that with your change to ap_engineered_evolution you can't get the Biomorphosis ascension perk if you have the Genetic Manipulators civic. Really killed my Wilderness run.
night_pryanik 9 May @ 9:25am 
@MadeinCanada good to know. Thanks for the answer and for the mod in general!
MadeinCanada  [author] 9 May @ 9:17am 
@night_pryanik Those 2 origins are currently being completely overhauled, so they were temporarily removed from origin selection as to not create any issues for existing saves when the 2.0 update for the mod is out. Sorry about that! I can confirm that the update adding the rehauled versions will be out as soon as possible, May/June!
night_pryanik 9 May @ 9:07am 
In my game I can't see neither Seeded Evolution nor Plague-ridden origins which are displayed in the screenshots. Are they in the game (I mean not removed at some point)?
MadeinCanada  [author] 9 May @ 8:38am 
Thank you!
Brutus 9 May @ 7:42am 
By the Gods, good work sir!:steamthumbsup:
MadeinCanada  [author] 8 May @ 3:36pm 
Will investigate, might be a problem with changes to ships in 4.0 maybe? Though it worked when tested, maybe I missed something.

To fix it, try putting "event bok.8" into the console. That will trigger the event that should appear when finishing the special projects, giving you the colonizer. Let me know if you recognise the event! If yes then the spawning of the colonizer didn't work, and if you didn't see the event then the issue is the event's triggers! Thanks!
kenken244 8 May @ 3:28pm 
I definitely didn't get a colonizing version of the main ship. sounds like its broken
MadeinCanada  [author] 8 May @ 1:14pm 
@kenken244 You *should* have gotten a colonising ship after completing the special projects! The main vessel ship (the spiky one you start with) should be "replaced" with a coloniser version. If it's not there, let me know!

@The Big Blue Box Thanks for letting me know! Was worried for a sec lol

@jackrackham001 Thank you! I appreciate it, definitely took a long while! I have so many plans to expand the Master AI! Appreciate the kind words :)
jackrackham001 8 May @ 9:00am 
So it was you who wrote The Master AI. Bravo sir! Kudos to you. That has been one of my favorite storylines ever! This is an awesome mod. I can't thank you enough. :)
The Big Blue Box 7 May @ 6:07pm 
@MadeinCanada Sorry, it wasn't this mod, it was Gigastructures
kenken244 7 May @ 2:12pm 
playing the born of knowledge origin, when I completed the starting two special projects, nothing else seemed to happen for several years, and I still don't have a planet. am I missing something or is it bugged?
MadeinCanada  [author] 7 May @ 3:32am 
Hmm that's really strange, will investigate today, thanks for the heads up!
The Big Blue Box 7 May @ 12:33am 
With this mod enabled, empires are being spawned with no fleets to start and no corvette designs. As the game goes on these empires will never build military ships. I'm not sure if these empires are taking certain modded civics that are causing this but obviously this breaks the game.
Erastol 5 May @ 11:47am 
that was fast as hell
rflox93 5 May @ 10:19am 
you updated this fucking quick ? without disabling anything to update/rework later ?

congrutulations
MadeinCanada  [author] 5 May @ 2:56am 
Also, heads up for people who play this mod with other mods listed above (inbuilt compatibility): I will probably make a separate submod which will contain the compatibility patch files. You will need to sub to that mod!

I'm doing this because there are a lot of errors in the error log, which is a pain to debug for me and other modders/users. Plus, it will be easier to maintain. THIS IS NOT RIGHT NOW, but in the near future.
MadeinCanada  [author] 5 May @ 2:51am 
EMEX has been updated for Stellaris 4.0! Let me know of any bugs or issues that come up
MadeinCanada  [author] 2 May @ 1:28am 
You need these 3 techs:
1. Intelligent Neural Emulation
2. Exotic Materials Labs
3. Self-Learning Algorithms

However, they all have required technologies too. I put the ones which are added by the mod with [M]. The > shows what they require.

Intelligent Neural Emulation [M]
> Mark II Data Storage [M]
> Cold Fusion Reactor
> Improved Synthetic Brains [M]
> Self-Evolving Logic
> Automated Exploration Protocols
> Positronic AI
> Self-Evolving Logic

Exotic Materials Labs

Self-Learning Algorithms [M]
> Droids
> Self-Evolving Logic
doyihll 1 May @ 6:46pm 
@MadeinCanada Sorry,due to the network management in my country or other reasons, I am unable to access this website. Could you please directly tell me the prerequisites?