Stellaris
Civic: Organic Zealots
116 comentário(s)
theDehumanized 10 de mar. às 11:37 
best shit update pwease
Vivo 21 de fev. às 18:53 
update on this would be awesome if you get around to it <:
perl 15 de jan. às 19:04 
Update please
KILLERm12 5/dez./2024 às 17:58 
same issue here. plz update
Archon, archoff 4/out./2024 às 4:57 
Same issue, an update would be fantastic!
LauraTons 12/ago./2024 às 16:54 
Also had issues with not being able to make trade deals.
gableHETA 22/mai./2024 às 13:06 
@TigerDragon180 Thank you so much, I play with a around 100 mods and couldn't figure which one was disabling those diplomatic features. I disabled this one and sure enough, I can offer trade deals, declare rivalries and form federations. You're a life saver
TigerDragon180 12/mai./2024 às 21:45 
just a weird thing, when i Try to use it since the update I lose the diplomacy options to form a federation as well as to offer trade deals. not sure exactly why but I had to turn it off.
Alliagecyber 7/mai./2024 às 8:07 
The machine age : *arrive*

The organics Zealots : *Zeus Veult intensifie*
theDehumanized 19/mar./2024 às 15:47 
doesn't seem to work with Ethics and Civics Alternative by FunEFork.
Ultragrunt777 12/mar./2024 às 9:53 
Wish there's was a selective purifier civic.
HakimiBil 9/mar./2024 às 1:59 
Butlerian Jihad-pilled
Idunno 28/fev./2024 às 1:26 
Glory to the one who Grips
Thels 7/jan./2024 às 0:46 
As a head's up to other readers, this Civic seems to prevent the use of Total Assimilation ( https://sp.zhabite.com/sharedfiles/filedetails/?id=2296011997 ) with the Genetics Ascension, possibly other Ascensions as well.
X Æ A-12 3/nov./2023 às 5:50 
This mod goes SO well with Defender of the Sacred mod lol.
ClassiestBus 24/set./2023 às 15:05 
Hello, I have a question that probably you can help me with, does this mod has any interaction with my main species being Cyborgs?

I play with a mod that adds an Origin that force my main species into being Cyborgs, the idea is use this mod to roleplay an Empire that survived long time ago to a Driven Assimilator and now want to erradicate all robots
Cosmoros 30/ago./2023 às 22:43 
Another patch made that fixes Expanded Events and Organic Zealots.

I dont have much experience with events so stuff can be bugged.

https://sp.zhabite.com/sharedfiles/filedetails/?edit=true&id=3028485701
Pilgrim 27/ago./2023 às 17:30 
Thanks for the reply
Cosmoros 27/ago./2023 às 17:30 
Piligrim: No, dont think so? If BB system is used there then maybe when patch will decide to work.

Otherwise it will need separate one and Im not playing stellaris evolved.
Cosmoros 27/ago./2023 às 15:39 
Have made a patch with Ethics and Civics Bug branch.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3026818521

WARNING: If you subscribed to it first day update it. I've got confused with common folder from irony and uploaded wrong folder.
Basically it was Bug Branch and O. Zealots combined mod and patch.

Rn it should respect load order. Tho will look into it.

Was made for my collection Gigastructures and Acot Collection
Pilgrim 27/ago./2023 às 14:18 
Will this also make it compatible with Stellaris Evolved?
Cosmoros 20/ago./2023 às 19:14 
Bug branch is incompatible with this mod?
manuventur 16/jul./2023 às 11:56 
Hey man,I love this mod, but there would be a possibility to include some event to add it during a campaign? You know, becoming an organic zealot after some kind of traumatical event for your empire, like a machine uprising. I would be great for roleplay
corsairmarks  [autor(a)] 12/jul./2023 às 0:54 
@W1ldf1re No but if you use Irony it should be a straightforward merge.
W1ldf1re 10/jul./2023 às 22:28 
is there a comp patch for this and giga engineering yet ?
Milocat 10/jul./2023 às 13:51 
This is a great idea and very well-executed. Worthy of being added to the game officially. Great work!
Ave Imperator 8/jul./2023 às 0:26 
This civic is basically this: https://www.youtube.com/watch?v=1znhaJz_lMc
Kepos 17/jun./2023 às 3:19 
(Part 1)

@corsairmarks
Great mod, thank you for your fine work.

One thought or idea:

As it seems quite lonely in space without ability to use the political aspect of Galactic Community in daily crusader business, I thought about some connecting part.
Kepos 17/jun./2023 às 3:19 
(Part2)

How about founding some intermediating empire by having some trait or ethic to choose banning and outlawing of machine intelligence. The Organic Zealot could take a wargoal to install this policy/trait/ethic or take hidden mesures to install it and therefore allows to start economic and scientific treaties with those 'converted' empires? Besides that, assasination of leader and/or coup de etat from enemy empires may lead toward some sort of downgrading of the Organic Zealots into those intermediating empires that simply ban machines. In same degree those intermediate could then develop steps to get Organic Zealots themselves. Therefore those OZ's could found some idealistic party to exterminate the Galactic Community. That could give some great roleplay base for multiplayer games btw.
corsairmarks  [autor(a)] 10/jun./2023 às 15:48 
@LK I am aware of Undercoat. I haven't looked into its code yet.
kibitz! 10/jun./2023 às 12:51 
Hey corsair, I really like this mod! I did have a suggestion though. A mod I have taken to using recently called 'Scripted Trigger Undercoat' mentions adding support for new homicidal civics for compatibility. I use it for a different mod. Have you seen this one and would that be of use to you? If not/you are already aware then no biggie. Thank you for this awesome mod.
corsairmarks  [autor(a)] 3/jun./2023 às 5:58 
@Ixfiyrahe you are right - those are all side-effects of being homicidal. It's not something I want to override, because those are all balance-related for being able to have a free Total War casus belli and strong military benefits from the civic. Other empires/leaders/etc don't really want to closely associate with you because of your homicidal tendencies, even if you aren't actively hostile to them.

That and it's even more overwrites than I already do, haha.
Vez 3/jun./2023 às 5:26 
Really love the concept, but had a handful of things happen in my game which I felt didn't make sense. Here are the ones I remember right now:

- The inability to hire paragons. I'm not certain if it applies to all of them, as I ended up not finishing this game, but all I met, all of whom were definitely not cyborgs or machines, were impossible to enlist, might be due to the civic being based on genocidal empire civics.

- Unable to befriend Bubbles. WHY! T_T

- Couldn't join Galactic Community. Guess it's the same root issue as the enclave issues in that the empire is considered homicidal.

I assume most of my issues have the same root issue as listed in the Known Issues segment in that because my empire is listed as "is_homicidal" that I become unable to interact with many of the features that my empire technically should have no issues interacting with.
corsairmarks  [autor(a)] 3/jun./2023 às 4:09 
Updated the mod - the "Anti-Thinking Machine Jihad" should no longer show versus Assimilators or Exterminators - instead, you'll have the built-in End Threat war goal. That is because this mod does not overwrite the built-in CBs/WGs against those empire types. In any case, both war goals are Total War without any differences, so it doesn't affect overall gameplay.
corsairmarks  [autor(a)] 1/jun./2023 às 20:21 
@Redkoat sorry for the delay in checking on this. Here is what I see: https://app.screencast.com/6MIdgnvLYZKbR

Sounds like a mod conflict on your end. This mod has a lot of moving pieces to make it work, but the cb only relies on the "has_total_war_cb" trigger I mentioned.
corsairmarks  [autor(a)] 31/mai./2023 às 16:10 
@Redkoat I will look into that. There are a few moving pieces there. My initial instinct is that another mod is conflicting on the scripted trigger for "has_total_war_cb"
Redkoat 30/mai./2023 às 17:37 
I've just come across the Tebrid Homolog but it isn't giving me the Wargoal to jihad them, I'll be checking if its a mod clash but am letting you know just in case
corsairmarks  [autor(a)] 17/mai./2023 às 19:34 
Haha no worries! I love seeing people figure things out in real time 😁
Rawr'kraine 🐉 17/mai./2023 às 18:15 
Deletes message because I'm an idiot and forgot it's a replacement tech for the final AI tech, sorry :(
Pilgrim 17/mai./2023 às 10:20 
Mentats are humans trained up to replace computers in the Dune books.
Rawr'kraine 🐉 17/mai./2023 às 10:16 
That being said: thanks for keeping the semi-purifiers civic updated, since Savage Primitives hasn't been updated 9 months and this mod helps scratch the itch of not being a purely genocidal race.

Also, glad some other great mods have build-in support for it too <3
Rawr'kraine 🐉 17/mai./2023 às 10:12 
I don't quite remember what Mentat Computation is (googling it gives no helpful results, hell this workshop page is in the top results), but if it's one of those techs you get from working with the curators we kinda have a problem: being genocidal prevents you from talking to enclaves and thus you cannot get Mentat Computation.
corsairmarks  [autor(a)] 16/mai./2023 às 1:10 
All updated for 3.8 - I couldn't decide which councilor I liked better, so there are two! Chief Mentat requires Mentat Computation to be researched, but the game does not currently show tooltips for council positions that are not able to be selected (although it does grey them out).

Please report any bugs, especially if any Thinking Machines have found a way to infiltrate your empire.
corsairmarks  [autor(a)] 12/mai./2023 às 6:21 
@Chloe that was my first instinct, but I was also considering a General-based position as a Master of Assassins/Swordmaster. Or maybe a Truthsayer?
Chloe 11/mai./2023 às 21:17 
Maybe some sort of mentat councilor for the council mechanics? like a scientist but weird.
corsairmarks  [autor(a)] 10/mai./2023 às 21:38 
It's tough, but still I'm glad they add so much to the game. I need to come up with a councilor for this mod, and adjust how leader traits are handled. Someday the game will be complete, but I'm glad it's not yet!
12sDaFailure 10/mai./2023 às 20:58 
I feel for you modders just after a "Ahh yes the update is finally complete" Paradox releases another update which breaks everything
Lordlony 30/abr./2023 às 22:45 
In that case I might try again ignoring the event related changes see if that makes a difference and files was the wrong word :steambored:
corsairmarks  [autor(a)] 30/abr./2023 às 22:41 
Almost any of the event-related overrides for this mod can be ignored. They are just flavor text changes (and a few "nuke the robots" sort of things).

However, there are fewer than 100 files in this mod.
Lordlony 30/abr./2023 às 12:28 
I would like to play with this but the shear number of files it changes :steamfacepalm: I don't know enough to get it be worth adding into my play. I patched just shy of 100 files before giving up :'( and removing it.