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Any plans to add gameplay mechanics that will make it possible to interact with factions in other empires? You do that and we’ll finally have Crusader Kings in space
 
Well, I think I'll be able to add some basic interaction with other ethics-based foreign factions (like, you can spend some money or influence increasing the faction attraction with possible benefits like shifting government ethics). But this won't be in the near future, because I want to polish and impove what I have at this moment.

Anyway, thanks for this idea!
 
There's a great rebellion mod on steam which would be very complementary to your mod. In the past I've used both together and j think they work. Now with sector fleets in not sure how rebellions would be handled. Potent rebellions by Caligula Caesar I think.
 
I’ve played that one but having “sow unrest” as a planetary edict didn’t work well because you don’t always have planets in range of another empire’s planets. I think an event-driven system against rival empires would work better
 
Extended Topbar Compatibility
Some players are using specific gui mods, which change the topbar behavior. For this cases I've made a compatibility patch, solving the potential issues with Sector Overview button, located inside the general dropdown menu.

Imperial Routine - Patch: Extended Topbar

C404D66EEDC92430BA3C89CD180D8CA77501D1DF
 
Some players are using specific gui mods, which change the topbar behavior. For this cases I've made a compatibility patch.

I hope you realize how goddamn useful your work is ?! (not only gameplay-wise but also educational for modding UI).
Still wondering if you use a visual tool or still do it all by hand, manually inside the *.gui/*.gfx-files ?!
 
Still wondering if you use a visual tool or still do it all by hand, manually inside the *.gui/*.gfx-files ?!
Before the coding, I usually make some layouts in Photoshop, just to understand how it will look and work. It's much easier to write the interface when you have at least a draft mockups.
And there is no visual tool for this, I'm doing this in sublime text with cwtools inside. Changes could be revealed just by reloading .gui files directly in the game.
 
Changes could be revealed just by reloading .gui files directly in the game.
That's interesting!
Didn't know, you can actually do it on runtime. Only reloaded *.asset files in the past (probably because of the main focus on those mechanics on my end) :rolleyes:
 
In the future, you could add events regarding the sectors like the governor is corrupt and you lose income, sector fleet launches coup against sector and governor asks you for help, planets rising up in rebellion against you, sector makes a scientific breakthrough and gives you research, etc.
 
Well, guys
Whilst I'm busy irl, what do you think about futher development of Stellaris? What could happen with sectors in the light of non-tile screenshot from devs?
I mean, how it's going to impact sector management (if they won't kill the sector concept, what I'm afraid of)
And how I should react to all possible changes for future?
 
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I don't think that the planet rework we saw would affect this mod that much. There will still be factions, there will still be sectors and those are the main system this mod interacts with. The problem is that we only have one early screenshot. We don't know what reworks the devs are planning for the next expansion.
 
My apologies. It seems, that some features don't work properly in case of if/else changes after 2.1 update (http://forum.paradoxplaza.com/forum...-2-1-0-documentation-if-else_if-else.1100202/) .

I was expecting that I can fix it just at surface, but the problem is much deeper, so I have to rebuild the mod in many places. Don't want to make an empty promises, so I can't say the next release date, but I'll try to make it asap.

Thank you all for still playing this mod.