Stellaris
Ethics and Civics Alternative - FunEFork
294 commenti
Proventus Avenicci 12 mag, ore 20:16 
man I so wish this worked in 4.0 but I can imagine with the sheer volume of stuff added itll take a while to update it
WRXKiller-GM 9 mag, ore 11:43 
OK sounds good but I can definitely imagine later on they're going to nerf some of the new government ascensions because eyes being able to convert all planets into hive worlds without an ascension. or imperiums getting a flat 10% boost to all resources definitely sound more broken than the rest lol
MrFunEGUY  [autore] 9 mag, ore 11:35 
@WRXKiller-GM - That seems like the most likely option, yes.
WRXKiller-GM 9 mag, ore 11:26 
OK fair enough I hope that means you are still planning on too add the new genetic ascension authorities do the additional assumptions that you created here even if they are just identical to the already existing stuff.
MrFunEGUY  [autore] 9 mag, ore 2:04 
@WRXKiller-GM - That have the ascended authorities, but they're not really unique. I mostly just reused the base game ascended authorities. Personally, I think ascended authorities were a mistake to add into the game, and don't feel they make sense as authorities as opposed to traditions or civics.
WRXKiller-GM 14 apr, ore 11:52 
Hey so I don't see it anywhere else listed in your description but I wanted to ask for the authorities that you added to this mod do they have ascensions like the base authorities with machine age and well what they're planning to do with the biological update that they're doing next month or is that stuff not included?
Chimp 7 apr, ore 13:18 
Fair enough, I just assumed it was a mod conflict.
MrFunEGUY  [autore] 7 apr, ore 12:11 
@Chimp - The edict to disable it might not even work, I've never even tried it. Crew will need to be reworked for the 4.0 update
Chimp 6 apr, ore 19:36 
Should probably put a section about the addition of the Crew resource into the mod description, didn't know that was a thing that was even added till I was a couple hours into the game, and cause of what I'd assume is a mod conflict the edict to disable the mechanic don't actually disable it, so now I have to start over.
MrFunEGUY  [autore] 10 mar, ore 14:43 
Very interesting, thanks for letting people know.
theDehumanized 10 mar, ore 3:10 
The culprit was ''Flags, Emblems and Backgrounds Merged'' you have to load it on the top.
theDehumanized 9 mar, ore 14:44 
I can see new goverment types but not the new ethics
MrFunEGUY  [autore] 1 mar, ore 9:51 
Yes, my mods all work together. Interesting. Those are usually ethics or civics problems. I'll be gone for a month, but it you have the error log for that game it'd be great for you to post.
Saint Kelly 28 feb, ore 19:47 
Does this work with Civil Wars? I know it's also your mod but I was having a crash after it tried spawning a civil war and one nation had no name. I'm unsure if its just a freak accident and that I can reenable it or leave it off.
SP-Calamitas 28 feb, ore 5:01 
i cant seem to click the new ethics
Pierd 17 feb, ore 7:07 
@ClonedPuffin I know Mac OS players are niche group but maybe you know how to change aforementioned memory allocator on Mac OS? Being an utter noob in matter of UNIX systems, I"ve heard Mac OS and Linux have something in common. If I'm wrong, let me wait for official patch. Best!
Jach 11 feb, ore 6:10 
@Shoarmadad That doesn't fix it in my case
ClonedPuffin 31 gen, ore 2:05 
For the people who mentioned problems on linux earlier: it's a problem with the latest linux version of the game. Mods modifying ethics makes the game segfault when calling a C class. Changing memory allocator will solve it until paradox manage to patch it. I use:
LD_PRELOAD=/usr/lib/libjemalloc.so bash -c 'exec "${@/dowser/stellaris}"' -- %command%
as a launch option to solve it.
Shoarmadad 28 gen, ore 7:43 
This is a load order issue which can be resolved by placing this mod before UI Overhaul Dynamic. The compatibility patch should be placed after UI Overhaul Dynamic.
MrFunEGUY  [autore] 23 gen, ore 17:51 
Thank you
MrFunEGUY  [autore] 23 gen, ore 16:14 
@Femtas - Care to link the the reddit thread?
femtas 23 gen, ore 13:04 
Sorry, I was going off of a Reddit thread that said that the problem was due to this mod. My apologies.
Janonas 23 gen, ore 7:18 
@femtas it happens if you mess up the load order with UI overhaul and its compatibility patches
MrFunEGUY  [autore] 22 gen, ore 16:10 
@femtas - Just tested, it's not this mod. Don't report bugs unless you try it with only the one suspected mod activated.
femtas 22 gen, ore 14:22 
I can't click on the council agendas button in the council menu with this mod, as the leader is seemingly blocking it.
Janonas 17 gen, ore 4:33 
My bad, i thought the bug was caused by this one as i added it last, but it was actually other mod updating in my playset that did that, sorry for bothering you
MrFunEGUY  [autore] 16 gen, ore 7:23 
@Janonas - 1) Pretty sure didn't rename that. If that's renamed, it's been that way since I forked to the mod.

2) That's not true anyway. The name of something has nothing to do with how other things interact with it in code.
Janonas 16 gen, ore 5:50 
Please dont rename Anchorages to "Crew Quarters", there are some starbase building which may only be build when an anchorage is present and this breaks them.
arieviloj 12 gen, ore 11:18 
got it tnx!
MrFunEGUY  [autore] 12 gen, ore 8:31 
Factions don't give any unity until 10 years, like normal factions unless you have appropriate civics that change that.

My mods are all compatible with each other, yes.
arieviloj 12 gen, ore 7:58 
"Socialist Alternative Society" Faction its not give any unit.
arieviloj 12 gen, ore 6:04 
This mod has native comp w your other mod civil wars?
MrFunEGUY  [autore] 11 gen, ore 22:16 
@Dukkokun - Thanks, fixed.

@PAISLY- Thanks, also fixed.
Janonas 10 gen, ore 16:53 
The icon of the libertarian ethics uses pure black for the torch instead of the stellaris dark grey the icons normally use, making it look out of place, should be a simple fix
PAISLY 9 gen, ore 15:36 
Love playing with this mod. I just noticed a bug when playing: when playing a Competetive, Fanatic Auth., Fanatic Spiritual Empire, thats a private Corp. you get the council screen flickering between the Imperial and Corporate backgrounds. I already found the Backgrounds in the files but I have no Idea how to change them so that only one is picked. A jury-rig solution would be overwriting one Background with the other so that it doesent flicker anymore.
MrFunEGUY  [autore] 9 gen, ore 13:12 
@Jin2188 - Check the edict to effectively disable that, it might work now. Besides that, I won't be getting rid of it or doing much more work to disable it in any way. I make my mods for how I want to play Stellaris, and share them with others for convenience.
Jin2188 8 gen, ore 21:41 
I feel like you should either make the crew mechanics a separate mod or make a patch for this one to disable it, for people who don't want it.
MrFunEGUY  [autore] 7 gen, ore 23:50 
@Iwyfex - No idea what's going on there. Could be an NSC issue, and I have no plans to do compat with NSC unfortunately.
Iwyfex 7 gen, ore 20:27 
I'm experiencing an issue where upon unlocking frigates no sections for them are available. I'm using various other mods including NSC but testing shows the issue disappears when only this mod is deactivated. Could this be a bug?
MrFunEGUY  [autore] 4 gen, ore 18:22 
It seems possible Paradox adds a crew-like resource to the base game in the future, so hopefully that happens so I don't need to think about it.

You can increase the cap with buildings and other stuff.
Darrow O' Lykos 27 dic 2024, ore 8:53 
I do like the crew resource mechanic, but I'm struggling to get enough and am already faced with a deficit early on when I barely have like 50 ships. Already have a stronghold world and two starbase with the fleet academy and some strongholds / upgraded tier 2 capital building (early game as void dwellers) and it's rough.

Granted, could be because playing with many mods fucks things up, but I did check for most conflicts in the irony mod manager and this mod was loaded near the end that it would win most conflicts anyway.

Promising, interesting resource mechanic, but feels very hard to balance. Especially because the cap according to the file is like 500? How can we get huge fleets then? (Also playing with gigastructural, so I'm assuming I'll need it)
Darthsawyer 3 dic 2024, ore 3:18 
Another bug: When choosing the Private Corporate government type the background image in the Council tab of the Government page rapidly flickers, it look like both the City image that is usually behind the graphic of the pedestals is at the same Z-layer as another image, resulting in Z-fighting. I made a Criminal Heritage Private Corporate empire and got this bug. It also looks like you can pick a few non-megacorp civics with this government type when you can't select them with the normal megacorp government type. I suspect there are two flags set to true that determine if the empire is normal or megacorp, which would explain two images being displayed and the non-megacorp civics being selectable.
MrFunEGUY  [autore] 29 nov 2024, ore 18:33 
Ill investigate
Darthsawyer 28 nov 2024, ore 1:28 
I get massive lag spikes when I use the edict to disable crew mechanics, I suspect using such large numbers is what causes the lag
Dukkokun 26 nov 2024, ore 18:42 
Hey, noticed you did not account for the Cybernetic Creed from base game Machine Age DLC in your Citadel of Faith overwrites. Might want to take a look at what Ariphaos did in his patch. :)
GiraffeKingGames 25 nov 2024, ore 7:28 
How do you access the edict, not seeing anything like that in my list. Do you get it from research?
MrFunEGUY  [autore] 24 nov 2024, ore 19:33 
Should be able to practically eliminate the effects of crew now with a new edict.
[SN]Mike28282 14 nov 2024, ore 16:27 
Alright, thanks anyways!
MrFunEGUY  [autore] 14 nov 2024, ore 16:23 
No, that mod touches core aspects of the game that I also touch, so I will not even try to make a patch for them, sorry.