• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

SirBlackAxe

General
16 Badges
Aug 13, 2021
2.203
5.517
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis

Alright, here we go. This mod should contain fixes for a whole bunch of bugs with 3.4.5. I'm marking it as beta because while I've done some testing I haven't verified that everything I tried to fix is now working correctly. In particular I haven't picked up Overlord yet so I've got no way to test the pile of fixes for orbital rings. I also haven't really tested the MegaCorp stuff. I intend to add some more fixes to this; I haven't finished porting all stuff I had patched in 3.3 yet, and I've got another list of newer things to look into as well.

Here's the list of bugs that should be fixed with this unofficial patch:

Government
  • Agendas
    • Slave Optimization: Should no longer possible for starting rulers to have this agenda if slavery isn't allowed.
  • AI Personalities
    • Weights and restrictions based on species traits expanded to include nonbasic traits (advanced genemodding, mechanical for synth ascension, presapient for uplifts).
    • Megacorps can no longer be Metalheads unless they're Criminal Syndicates. -1000 opinion with everyone is bad for business.
    • Xenophobic Isolationists
      • Replaced -2 weight for not being pacifist, which is never true, with -2 for having the Pompous Purists civic.
      • Replaced +2 weight for being pacifist, which is always true, with +2 for being fanatic pacifist or fanatic xenophobe.
  • Origins & Civics
    • Shattered Ring
      • Home system star now randomized instead of always sc_g.
      • Corporate Death Cult: No longer start with both a temple and a sacrificial temple.
    • Void Dwellers
      • Holo-Theatres replaced by leisure district if there are no free building slots, instead of causing you to start with a ruined building.
      • Corporate Death Cult
        • No longer start with both a temple and a sacrificial temple.
        • Lithoid: No longer start with two Sacrificial Temples and two Temples.
      • Permanent Employment
        • Holo-Theatres is now replaced by both a Posthumous Employment Center and a Trade District, so there are worker jobs available for the zombies.
        • Now possible to spawn zombies on any habitat with workers, not just the energy habitat.
      • Reanimators: Dread Encampment is no longer ruined on game start.
  • Factions
    • Demands that previously gave -0.001/-0.01 approval while unfulfilled now give 0, and will no longer drop you under an approval threshold via rounding. As a interesting side effect, unfulfilled issues that aren't reducing faction approval now display as yellow dots in the faction interface.
    • [Verified] Diplomatic stance policy demands are now visible while unfulfilled.
    • [Verified] Minor artifact action demands are now visible while unfulfilled, as long as you have enough artifacts to use them.
    • Imperialist
      • Having the Overlord DLC enabled no longer makes it impossible to fail the Subject State demand.
      • Local Rivalry should no longer be visible if you have no valid empires to rival.
      • Imperial Hegemony demand is no longer visible if you're a subject (you see the Subject State demand instead).
      • Conquest demand now always remains visible for as long as it's fulfilled.
    • Progressive
      • Contact with another empire using a leader enhancement policy now unlocks the corresponding demand as long as you have tech_vitality_boosters, since it's impossible for fanatic egalitarians to roll Selected Lineages and that locks them out of +5 approval.
    • Supremacist
      • Giant Massacre now remains fulfilled if you kill the only guardian you have contact with, instead of vanishing from the issue list.
      • Asserting Dominance demand now available to fanatic purifiers.
    • Technologist
      • Non-Materialist robots now have x0.1 attraction (formerly x2) to the Technologist faction, so they're more likely to join the one that matches their ethics. Non-Materialist, non-Spiritualist synth pops are still allowed to join, but it should now be theoretically possible to embrace other factions after synthetic ascension.
        • [Unchanged] Spiritualist synths are still unable to join any faction.
        • I considered of preventing non-Materialist synths from joining the Technologist faction entirely, so that they'd be forced to join the faction that matched their ethics, but decided dev intent for this mechanic wasn't clear enough for me to remove it.
      • Synth Envy demand can now trigger earlier than 50 years into the game, but can no longer be triggered by fallen empires. Mechanists still won't trigger it until 50 years have passed or they research Droids.
      • Bleeding Edge now available to subjects if it's fulfilled.
      • Being a protectorate or having a scholarium subject now counts towards Science Without Borders.
      • Secret Knowledge is now visible while unfulfilled if you have contact with the curators.
    • Totalitarian
      • Stratified Society demand now fulfilled by the Indentured Assets civic in addition to the Slaver Guilds civic.
      • Extranational Authority demand now fulfilled by being Galactic Emperor.
    • Traditionalist
      • Hallowed World now visible before choosing the perk, so players can know the perk increases approval.
      • Psionic Pursuit now hidden if you take a different ascension path and are no longer able to fulfill it.
    • Xenoist
      • [Verified] Landgrab Objections now hidden if fulfilled and no primitives are available to invade.
      • Unchanged: The Xenoist faction still has a ludicrous 175% maximum faction approval.
  • Policies
    • [Fix Failed] [Pending Update] Refugees: Refugees Allowed (NOTE: Fix is incomplete in current patch version. Should work when I push v.02)
      • It should now be possible for Rogue Servitors to receive refugees.
      • It should now be possible to receive refugees of species with residence or assimilation citizenship. Previously pops with residence citizenship could only be refugees if they also had Caste System citizenship, which is both impossible and obsolete.
      • [Unchanged] Synths are still incapable of being refugees.
      • [Pending Update] I fixed the is_valid_refugee_pop trigger but overlooked a second instance of the same bug in the has_any_habitability trigger. Should work when I release the next patch update.
    • First Contact Protocol
      • AI Hive Minds with the Empath civic are now more likely to use a proactive first contact policy.
      • AI Empath hive minds and Rogue Servitors should no longer use hostile first contact.
  • Species Rights
    • Military Service
      • Zombies can no longer have full military service, just like nerve-stapled pops (since they can't produce leaders).
    • Slavery Type
      • [Verified] Corrected the tooltips for Battle Thralls and Indentured Servitude to mention exceptions for the Enforcer job, not the Soldier job.
  • Technology
    • [Verified] Technologies that unlock leader traits now say so on their tech cards. (Technically a QoL change, not a bug.)
    • Global Production Strategy icon now depicts the Ministry of Production building, instead of the Administrative Park building.
    • Now possible to for empires with a single planet to draw the Colonial Bureaucracy and Galactic Bureaucracy technologies as research options, as long as they have at least 50 pops. This allows technologically enlightened and one-planet challenge empires to use espionage and upgrade their unity buildings. Possibly also impacts AI empires with the Shattered Ring origin, which are unable to research Terrestrial Sculpting.
    • Blocker clearing techs now possible to discover for empires with a single planet (e.g. if they were released as a vassal).
    • Exotic Gas Extraction: Can now be drawn if you own a nebula system and have Zero-G Mining (for nebula refineries).
    • Dark Matter Drawing: Can now be drawn if you have subspace sensors and own a black hole (Black Hole Observatory).
    • Removed second instance of "is_dangerous = yes" from tech_psi_jump_drive_1. Likely had no effect on gameplay.
Planetary management
  • Empires created after game start (e.g. by releasing sectors as vassals) should no longer destroy all their own farming districts and factory buildings.
    • [Partial Fix] Factory buildings now survive, but farming districts are still obliterated. Will investigate further.
  • The Horde, the Dessanu Consonance, and any other irregular non-gestalt empires should no longer destroy their planetary infrastructure or have districts, buildings, and deposits that stop producing jobs.
  • Pops should no longer be able to auto-migrate away from colonies with only one pop.
  • Automation
    • Amenities automation can now build Leisure districts on habitats.
    • Crime automation should now build overseer residences on Thrall-Worlds.
    • Housing automation should now build slave huts on Thrall-Worlds and Luxury Residences / Communal Housing on Resort Worlds.
  • Colony Designations
    • Basic resource designations: Increases to basic resource district build speed now still apply if the district type is uncapped.
    • Ecumenpolis Industrial: Should now correctly give +25% factory & foundry arcology build speed, instead of +25% Industrial district build speed.
    • Hydroponics Station: Should now give gestalts an Agri-Drone job instead of an unworkable Farmer job. Description also adjusted.
  • Decisions
    • Cease Robot Assembly now requires access to some form of robot assembly to cease, to prevent AI empires from pointlessly wasting unity on it.
    • [Can't Test] Strip Mine should no longer cause AI Prospectoriums to destroy every single agricultural district in their entire empire. It now requires the colony to have no unbuilt mining districts, and the AI won't use it on Agri-Worlds or if it's possible for it to destroy an already-constructed farming district.
  • Districts
    • Industrial Segment: No longer replaces a catalytic drone with an artisan drone for machine intelligence empires that aren't Rogue Servitors.
    • Moved the "exists = owner" trigger outside of the "owner = { }" block in the potential block for district_arcology_leisure, district_arcology_organic_housing, and district_arcology_religious. Unclear if this actually had any gameplay effects.
    • Scrap Miner job description now visible on shattered ring worlds owned by empires with the Subterranean origin.
  • Buildings
    • Planetary Shield Generators can no longer be disabled to avoid paying their upkeep while a planet isn't being bombarded.
    • Can now use Clone Vats to assemble a Budding species that doesn't already exist on the planet.
    • [Verified] Administrative & Uplink Node buildings moved from government category to unity category.
    • Event buildings now have building categories.
    • [Verified] AI will now destroy their holo-theatres buildings if they've disabled all the entertainer & duelist jobs, have 5+ free amenities, and are out of building slots.
  • Branch Office Buildings
    • Standard and criminal branch office buildings should now swap back and forth if the branch office owner changes, but I haven't tested this fix yet.
    • AI is now capable* of building Private Mining Consortium / Wildcate Miners, Food Conglomerate / Bio-Reprocessing Facilities, Private Shipyards / Wrecking Yards, and Military Contractors. AI is still unable to build Executive Retreats.
      • I think the actual odds of them using these buildings remains low due to ai_weight discrepancies. They will probably continue to build Commercial Forum / Corporate Embassy / Private Research Initiative / Virtual Entertainment Studios in most cases.
      • Update: AI seems willing to build Military Contractors in the 4th slot instead of Virtual Entertainment Studios.
    • Certain branch office buildings are no longer allowed on Resort Worlds and Thrall-Worlds. Criminal Syndicates won't follow your rules, however.
  • Jobs
    • Colonist
      • Base job weight reduced from 200 (20x specialist weight) to 1 (same as worker jobs).
      • Now produces energy if colonist is robotic or phototrophic.
    • Criminal: No longer preventing from generating trade value while using Decadent Lifestyle living standards.
    • Corrupt Drone & Deviant Drone
      • No longer check for high living standards to validate unemployment penalties.
      • Now use pop_amenities_usage_no_happiness_base instead of pop_amenities_usage_base.
    • Corrupt Drone: No longer tries to produce trade value based on non-Gestalt living standards.
    • Death Chroniclers now have 1 energy upkeep if robotic.
    • [Verified] Merchant tooltip no longer claims they produce unity.
    • Odd Factory jobs are once again unworkable if a planet only has a single pop, in order to prevent colony depopulation.
Systems
  • The likelihood of an Alpine, Savanna, or Tomb world spawning with the High Gravity or Low Gravity planet modifier is now effected by the planet's size, just like other planet classes.
  • Precursor home systems: Restored some resource deposits that were being accidentally overwritten.
    • 10 minerals deposit on Irass III
    • 10 energy deposit on Irass VIII
    • 10 minerals deposit on Vultaumar III
Pops & Leaders
  • Unhappy slaves now have increased attraction to the Xenophile ethic instead of the Egalitarian ethic, because the Xenoist faction cares about slavery and the Progressive faction doesn't.
  • Species Traits
    • Nerve-Stapled and Zombie should now grant -1000% demotion time if they somehow end up as specialists.
    • AI World Preference now gives +1% habitability on Alpine worlds in addition to all other regular climate types.
    • The following traits that are irrelevant on completed robots no longer effect slave price: Recycled, Luxurious, Mass-Produced, Custom-Made.
      • [Unchanged] Traits that are irrelevant on slaves until they're freed (e.g. ones that modify leaders) still do.
    • [Verified] Habitat Preference icon now depicts a habitat instead of a ring world.
    • AI empires that don't use food should no longer design robots with the Harvesters trait.
  • Leader Traits
    • Mercenary Warrior (General) now uses the Mercenary Warrior icon instead of the Glory Seeker icon.
Stations
  • Starbases
    • Owning no starbases with a shipyard module will no longer give every single starbase you own the Shipyard designation if you have a Mega Shipyard, an Orbital Ring with a Shipyard module, or you aren't AI.
    • Communications Jammers no longer cause Disruption Field Generator, Transit Hub, and Command Center starbase buildings in the same system to have their construction aborted.
    • Disruption Field Generators can no longer be built in pulsar systems where they have no effect.
    • Hyperlane Registrar
      • AI can now build outside chokepoints.
      • AI now builds at trading hubs and anchorages instead of on bastions.
    • Hydroponics Bay: AI now less likely to build if it doesn't use food or has stockpiled at least 10k.
    • Transit hub description corrected and updated.
    • Shroud Beacon: AI now less likely to build in same sector as Shroudwalkers.
    • AI now capable of constructing the following starbase buildings which were previously player-only: Deep Space Black Site, Transit Hub (only if a colony has unemployment or a shortage of jobs or housing), Offspring Outlook (except on anchorages), Black Hole Observatory, Trader Proxy Office, Salvager Workshop, Mercenary Garrison (bastions only), Shroud Beacon (except on bastions).
    • AI can now build Nebula Refinery, Art College, and Curator Think Tank buildings at all starbase designation (previously only allowed on anchorages and trading hubs).
  • [Can't Test] Orbital Rings
    • Now possible for AI to build Naval Logistics Offices on Orbital Rings.
    • AI can now build modules on Orbital Rings with the Orbital Shipyard, Orbital Docks, or Defense Ring designation.
    • AI can now construct buildings on Orbital Rings with the generic Orbital Ring designation.
    • AI can now build the Orbital Filing System on orbital rings over planets with tier 2 or 3 monument buildings even if they don't have an administrative designation (previously only allowed with unupgraded tier 1 monuments).
    • AI can now build the Alloy Processing Facilities on orbital rings over Ecumenopolises, Machine Worlds, and Hive Worlds with industrial or foundry designations even if they don't have a foundry building.
    • AI can now build the Orbital Logistics Systems on orbital rings over Ecumenopolises and Machine Worlds with industrial or factory designations even if they don't have a factory building.
    • [Unchanged]
      • (Dev intent unclear): The Fleet Academy starbase building remains unavailable for Orbital Rings. It's prevented from being built on rings in its definition, but the AI Orbital Shipyard design says it should try to build one.
      • The Synaptic Relays and Orbital Maintenance Drops orbital ring buildings are still player-only.
      • AI still doesn't take into account whether a Climate Optimization Stations building would be better (i.e. are there at least 5 farmers) when deciding if it should build a Hydroponics Bay on an orbital ring.
      • AI still can't build Resource Silos, Transit Hubs, or Black Hole Observatories on orbital rings, and can only build Nebula Refineries on rings with the Orbital Docks designation.
Events
  • Ghost pops: 20 events and 8 scripted effects that could destroy a colony without killing all its pops first now do so, which I think should prevent ghost pops from forming. Installing this patch will NOT remove any ghost pops that already exist in your game, however.
  • [Verified] AI can now buy CaravanCoinz, play the slots, and open reliquaries. You should be much more likely to encounter the Galatron.
    • [Exposed Secondary Bug] [Pending Update] AI now wastes tons of energy buying hundreds of thousands of CaravanCoinz. Fix pending for next version of this mod.
  • Nivlac
    • Reverted Nivlac infertility rules to 3.1 behavior, where they were able to reproduce if discovered by anyone except Driven Assimilators. (Currently they can only reproduce if discovered by Rogue Servitors or Driven Assimilators).
    • distar.3016 should now tell you when it fails to find a valid homeworld for the Nivlac Circle, instead of quietly failing to trigger. The event still ends abruptly without giving you any Nivlacs, however. (Dev intent unclear, not sure what the correct fix would be.)
  • The Khan's generals now have the Mercenary Warrior trait.
  • Rulers that gain a level-up trait are no longer prevented from also getting one in their regular class when they leave office, and vice-versa.
  • Chosen One rulers that leave office should now gain the appropriate Chosen One trait for their pre-ruler class when they leave office, unless they return to being an envoy.
  • Colony events
    • Events triggered by specific planet modifiers/features should now work properly when there are multiple on the same planet or they're supposed to loop, and you're no longer permanently locked out of an event if the planet has ground combat when it first tried to fire. You should now get a new one every 5-20 years as long as any option remains valid.
      • Events related to the following modifiers will now repeat indefinitely, as seems to be intended: Strong Magnetic Field, Unstable Tectonics, and Asteroid Belt.
      • Magnetic Miracle is still once per empire, but no longer requires colonizing 3 separate planets with a Strong Magnetic Field. Remains human-only.
    • AI empires can now trigger modifier-based colony events (except for the lonely bot). They still can't get random colony events, though.
    • Pops with the Survivor trait now survive their planet being terraformed into a tomb world by abandoned terraforming equipment even if you don't have the Post-Apocalyptic origin. Cave Dwellers and Irradiated presapients will now also survive. (Lithoids still don't.)
    • Insidious Ophidians
      • Reverted event to once per galaxy as in 3.3, instead of once per planet. Now also available to AI, so you usually won't be the empire to encounter them.
      • [Unchanged] (Dev intent unclear): Still available on planets that have been terraformed or which have already had colony events. Unsure if this is a bug or not.
    • The Wasteland Radiation and Pacifist Movement events can now trigger on planets with has_planet_flag = armageddon_nuked (Previously were both NOT and OR).
  • Anomalies
    • On Solar Sails and Crashed Ship can no longer be found by gestalts, who are locked out of the archaeology sites they create.
      • Dev intent is unclear for Crashed Ship: Gestalts fail to spawn the site when they research the anomaly themselves, but can still excavate it if someone else spawns it.
Scripted triggers
  • is_oligarchy now returns true for egalitarians with oligarchic authority.
  • is_democracy is now capable of returning true.
  • has_no_non_gate_megastructure is now capable of returning false if system doesn't have a ring world.
    • This should make megastructures one-per-system again.
  • districts_good_minerals now false if planet has pm_wenkwort_custodian modifier.
  • districts_good_food now true if planet has paradise_planet, ancient_harvesters, or eat_the_titans.
  • has_any_farming_district_or_buildings now true if planet has eat_the_titans modifier.
    • [Unchanged] Livestock still don't count because I can't easily differentiate between bio and lithoid, so AI remains unable to build food processing buildings for them.
  • has_any_mining_district now true if planet has d_turtle_miner or d_cave_shroom_veins deposit.
  • has_any_generator_district_or_building now true if 4+ grid amalgamated pops on planet, or if planet has divine algorithm modifier and owner is gestalt.
Galactic Community
  • Galactic Commerce
    • Merchant Guilds now included on the list of civics that cause AIs to have x1.2 support for being a trader empire.
    • Trader empires now support all 5 resolutions, not just the first one.
    • Militarists now oppose Holistic Asset Coordination in addition to Leveraged Privateering.
  • The Greater Good
    • Vote weight tooltips for the Greater Good resolutions no longer claim every empire that would be in breach of them due to living standards if the resolution succeeds is a Slaver empire.
    • Rogue Servitors now support the Universal Prosperity Mandate resolution instead of opposing it. (They had both x2 and x0 support, I removed the x0 for not being egalitarian.)
    • [Unchanged] (Dev intent unclear): Authoritarians still have two separate modifiers for most Greater Good resolutions, one x0.75 and one x0.6. I'm not sure which to remove.
  • Slaver Empire now localized to Abductor Empire to make it more clear it specifically refers to empires with access to the Raiding bombardment stance, not any empire that uses slaves.
  • Gestalts now have x2 weight to support repealing defense privatization resolutions.
  • Being in breach of lower levels of Mutual Defense should now persist when a higher level gets passed.
  • Focus: The Gray Tempest now has a tooltip comment explaining that the AI weights for it don't work because it doesn't conquer territory. No actual fix implemented because I'm not sure what else could be used instead.
Misc
  • War Goals
    • Losing a humiliation war to a fallen empire should now also remove any claims the losing empire's subjects have on the FE.
    • Expel Corporation should now remove branch offices from all empires using the war goal, and their subjects, instead of just from the war leader.



Disclaimer: I am one person, not an entire QA team. The amount of time and ability I have for actually testing everything I try to fix is limited, and quite frankly I want to be able to actually play the game too. As such this bug fix may contain bugs of its own, and I'm likely to prioritize bugs which impact my own games when choosing which bug fixes I add in the future. That said, please let me know if you encounter a problem with this patch or think there's a particularly important bug I should look into fixing.
 
Last edited:
  • 6Like
  • 2Love
Reactions:
Status: Currently postponing the next update til after 3.5 drops and I have time to update everything for the new version. Note that I have less time now that the semester has started than I did over the summer.

Non-exhaustive, unreformatted list of fixes planned for next update:
Code:
##########################################################################
# General
##########################################################################

# Democratic mandates to build a certain number of districts no longer fail if your ruler dies in office.
# Corrected democratic election / mandate description - failing a mandate has no impact on reelection chances.
# Pops can no longer auto-migrate to occupied planets.
# Become the Crisis AP no longer allowed for Empath hive minds
# Restored Mega Shipyards can now repair ships, just like ones you build yourself.
# The Offspring Drone and Sky Cardinal jobs no longer raise the impact of amenities modifiers to the power of 3.
# Planetary automation on agri-world variants no longer builds hydroponics farms buildings if it's possible to build agricultural districts intead.
# Prerequisite for the Living Metal Construction edict changed from Living Metal tech to Mega-Engineering, allowing you to use any you get from events or the Sentinels digsite even if you don't own an orbital deposit of it.

# I've decided the two authoritarian anti-greater good vote weight modifiers are supposed to be x0.75 if authoritarian and x0.6 if gestalt, which makes rogue servitors come out to the same x1.2 as other supporting civics. Weights adjusted accordingly; authoritarians now have x0.75 for the first 4 resolutions instead of x0.75 for the first and x0.75x0.6=0.45 for the middle three, and rogue servitors have x1.2 for 2-5 while all other gestalts have x0.6 for 2-4 and x0 for the 5th.
# Now possible to propose the Amoeba Conservation Act resolution if Tiyanki are extinct.
# Closing your borders to a homicidal empire can no longer cost you influence while using the mercantile diplomatic stance (possible if your initial border policy is closed, and you'll never be able to reopen them).
# You can no longer connect relay networks with countries you're at war with or who rival or have closed their borders to you.
# subjugation casus belli granted by script will now expire early if they're no longer valid (was missing an OR)
# You no longer get an automatic subjugation casus belli against empires you have defensive or nonaggression pacts with, or who you're guaranteeing the independence of.
# The joins overlord/subject wars agreement terms are now locked to All if the subject is forced to join its overlord's federation.
# Subjects without the Limited Diplomacy agreement term are no longer forced to join their overlord's federation when the Can Subjects Join law is changed to yes or when they first become a subject.

# AI should now consider human player loyalty worthless in trade deals, since it is.
# AI can now terraform uncolonized desert worlds into hive worlds.
# AI no longer spends all energy over 10k buying caravancoins in violtion of the intended 50k coin limit.
# AI can no longer use the Recycling Campaign edict, which is always worse than just buying CG from the market.

# Machine Uprising: Planets that flip to machine ownership now fire the the on_planet_conquer on-action, mainly for the modifier-clearing effects of action.89. Should no longer be possible for the uprising to get stuck with resort worlds they can't develop.
# Rogue Moon colony event can no longer fire for moons that are tomb, hive, or machine worlds.

##########################################################################
# Policies
##########################################################################

### War Philosophy
# AI empires are now more likely to use the Liberation Wars policy, and to use the Impose Ideology war goal before subjugating another empire.
# Unrestricted Wars now remains against galactic law when the Rules of War resolution level increases from 4 to 5.

### War Doctrine
# AI will now also use the no retreat war doctrine (previously required Honorbound Warriors or Devouring Swarm personality) if:
    # Personality = Metalheads or Crisis Aspirant
    # Has the Strength of Legions or Warbots civic

### Bombardment Policy
# Indiscriminant and Armageddon Bombardment remain against galactic law if Rules of War is increased above level 3
# AI now avoids using Indiscriminant bombardment when Rules of War resolution 3+ (which makes it illegal) is active, instead of when Unchained Knowledge 4+ is active (which is completely unrelated).

### Subjugation War Terms
# Now includes weights for gestalts
# AI weight now based on actual faction approval modifiers, instead of good guys/bad guys/rational guys.
    # Oppressive Terms:
        # No longer opposed by Pacifists, since faction doesn't care
        # Now supported by Militarists (formerly no weight)
    # Balanced Terms:
        # No longer supported by Egalitarians or Materialists
        # Now supported by Xenophiles who are authoritarian and/or militarist
    # Benevolent Terms
        # Now supported by Egalitarians (formerly balanced)
        # Now opposed by Militarists (formerly no weight)
    # Arguably Militarists shouldn't care about the terms, and should instead lose their faction approval from the policy instead of gaining weights to fulfill the demand. Would that implementation of the fix be preferred, since it makes AI use of the policy less skewed towards oppressive?

### Purge policy
# Empires that value others (i.e. servitors and empaths) will no longer use purge_allowed.
# Empires using purge allowed now remain in breach of galactic law if Rules of War resolution level 3+ is active.
# Gestalt AIs will now switch from purge_allowed to displacement_only to avoid being in breach of galactic law.

### Land Appropriation
# Now only fires on a planet if you're also the system owner. You should no longer give pops away to your war allies in a total war if they control the system starbase when you conquer the planet.

##########################################################################
# Species Rights
##########################################################################

### Purge types
# Functional
    # Devouring Swarms can no longer use the Displacement purge type (previously they could potentially use it unless they somehow ended up as a Machine Intelligence).
    # Unfixed: Infertile species such as Synths and Zombies can still be purged via neutering.
# AI
    # AI Machine Intelligence empires with purger behaviour can now use the Chemical Processing purge type even if they don't have the Determined Exterminator civic. (e.g. if they take the Become the Crisis perk)
    # Empires that don't use food will no longer use the Processing purge type on biological species unless they have no other options.
    # Catalytic empires now prefer Processing biological species over Forced Labor.
    # is_archetype = LITHOID # is +1 minerals (Processing) worth -3 food vs. Forced Labor?
 
### Living Standards
    # Gestalts no longer stop being in breach of Greater Good resolutions for using basic subsistence living standards when levels 3+ are active (currently this only causes them to breach galactic law when the level is exactly 2)

Some stuff I'm still working on:
  • Several fixes for federation origins, including preventing you from starting with a guaranteed habitable world, spawning NPC empires with missing home system deposits, and making you and the NPCs less likely to be blocked in.
  • Better setup for all empires spawned after game start, including starting leaders, scaling amounts of initial resources, inheriting appropriate empire flags and communications, and forced truces with all war participants so they don't force their liberator's fleets into emergency FTL by spawning with closed borders.
  • Trying to figure out how to automatically set the war leader as the controller of all unclaimed occupied systems, as a partial stopgap fix for the bug where systems not occupied by the war leader don't count as occupied when determining surrender/status quo acceptance.
    • I can do it manually via the control console command, but using set_controller on the starbase via event doesn't seem to work.
Some stuff I haven't started working on, but want to investigate:
  • If I can figure out how to retrieve a leader's max age, I can make leaders who might die in office less likely to run.
  • +5 diplomatic acceptance modifier from diplomacy tradition applied to propose secret fealty twice
  • Subjects with limited diplomacy or a federation can't declare independence wars.
    • Perhaps implement a variant of the leave hegemony war goal combined with the independence war goal to allow subjects to rebel against overlords who are members of the same federation?
  • establish_communication_with_subjects_and_federation scripted effect doesn't work properly
  • declare_crisis_war_effect breaks if any empire is already at war with the target
  • Asteroid Sighted: No pops will die if the planet has exactly 2 or 6 pops when the asteroid hits the planet.
  • Prevent listening post starbase buildings from being built inside nebulas, where they have no effect.
  • Prevent AI from routing ships through Terminal Egress while the Gray Tempest is active.
  • Allow AI to use the Curator, Trader, and Artist enclaves.
Unfixable bugs:
  • Orbital Ring buildings appear on tech cards even if you don't own the required DLC.
    • show_tech_unlock_if = { host_has_dlc = "Overlord" } # Doesn't work in Starbase buildings.
 
  • 2
Reactions:
The only thing I don't like about this is, you make it personal, everyone makes his personal official vanilla fixes. As seen on the number of your Steam subscribers (55 in over a month, although I even wanted to help you push your mod).
And that given that you say you won't have time anymore.
Your math doesn't really add up.

PS: There are a lot of people making a lot of money from it. So I personally give up doing this for free for a million dollar company.
If you list a number of bugs that have existed and are known for more than 1 year and then fix them, that is quite simply a slap in the face of this company.
 
The only thing I don't like about this is, you make it personal, everyone makes his personal official vanilla fixes. As seen on the number of your Steam subscribers (55 in over a month, although I even wanted to help you push your mod).
And that given that you say you won't have time anymore.
Your math doesn't really add up.
Which math do you mean?

I don't really care about the number of subscribers the mod has, since the primary target audience for it is me and I'm sharing it because it's not that much more effort to type up and publish a public changelog. This is why I haven't really bothered with stuff like giving it an image or doing any promotion for it.

I suppose I don't really know what the etiquette around game mods is, I've never shared one before.
  • Would more frequent smaller updates be preferred, or is that kind of spammy?
  • Should I be mentioning "Hey my mod fixes this" on bug reports? On my known issue list?
  • Are there easily avoidable conflicts with other mods? I'm under the impression that as long as this one is is loaded first, the worst any additional mods can do is reintroduce vanilla bugs this fixes.
 
If you're planning on investigating the Asteroid Sighted event, could I suggest maybe adding some sort of condition for if you evacuate the planet prior to impact?

I had to rush a large number of pops off a planet with an asteroid collision on course because my navy could not reach it in time, and it seems Stellaris genuinely doesn't know how to handle that strategy for saving your pops.
 
  • 1Like
Reactions:
...
  • Prevent AI from routing ships through Terminal Egress while the Gray Tempest is active.
...
There is a fix for this in ADT:

PS: 3.5 Khan mercenaries has now also a fix here:
 
  • 1
Reactions: