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Seomis

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http://steamcommunity.com/sharedfiles/filedetails/?id=728486525

I've been adding fixes for various issues to a single patch/mod. Fixed so far:

Diplomacy/Warfare
  • A protectorate could declare war on empires other than its own overlord.
  • The "Stop Atrocities" war demand wasn't awarding its promised 100 influence.
  • A war initiated by a subject empire would get entitled as an independence war (e.g., "Blorg Liberation Conflict"), whether or not the war was against the subject's overlord.
  • An empire could declare war on another empire's vassals despite there being an independence guarantee, non-aggression pact, defensive pact, alliance, or federation between the war-declaring empire and the vassal-holding empire.
  • A non-capital planet would sometimes have a capital-planet modifier after a failed slave revolt.
  • The "Relative Power of Subjects" diplomatic opinion modifier was acknowledged as excessive by a PDX QA agent. Reduced by 75%.
  • Spiritualist fallen empires couldn't make an "Abandon Planet" war demand against empires that refuse to abandon a Holy or Tomb world.

Events
  • The Pretender to the Throne faction would unconditionally disappear a few days after it was created. Warning: Don't expect much to happen with this faction besides it slowly losing members. Unlike other factions, there is no series of escalating events that gets triggered as faction support grows.
  • The Yuht precursor event chain couldn't advance beyond part 8 in the chain.

Leaders/Elections
  • An empire's founding species would forever be the primary species (source of leaders, etc.), even if there were no more Pops of that species in the empire. See this post for more details.
  • Leaders had an unconditional zero probability of gaining a new trait upon leveling. Note that the probability can still be quite low: 7% for levels 1-2, ~10% for levels 3-4, and then finally ~27% upon reaching level 5.
  • The Archaeologist scientist trait was missing research bonuses for some Precursor anomalies.
  • Democratic election candidates could be members of non-primary species, even if by policy leaders must be of the primary species. Fixed by having primary-species sympathizers act as temporary surrogate leaders of the separatist factions during elections.
  • Temporary faction leaders in democratic elections were assignable as regular (scientist, admiral, etc.) leaders.
  • Temporary faction leaders in democratic elections weren't going away after an election was over.
  • Every Pop in an empire, including slaves and robots (not just Synthetics, but non-sentient robots), could vote in democratic elections, regardless of Voting Rights policies.
  • Sector-separatist faction leaders didn't run in democratic elections, but the existence of such factions would prevent temporary Loyalist candidates from being generated. Fixed by allowing sector-separatist faction leaders to run in elections with a sector-separatist mandate.

Colony Pops
  • A growing Pop would permanently stay in its growing state if there was not a grown Pop of that same species also on the planet. Fixed by killing the growing pop (don't worry, doesn't count as a purge).
  • Pops were genetically modifying themselves when below the base happiness from releases prior to Asimov, 60%. Lowered the threshold to the current base happiness, 50%.

UI/Visuals
  • Pre-sentient roachoids were getting a completely different portrait upon being uplifted.
  • Some portraits (e.g., platypus-looking mammalian) weren't appearing for randomized empires.

Technology
  • The Neural Implants technology wasn't available for research unless an empire had the "Allow Slavery" policy in effect. Loosened slightly to also let "Xenos Only" be a qualifying policy.

Other
  • Orbiting engineering resource deposits would sometimes require a mining station instead of a research station.
  • The Slavery Procreation policy would stay stuck at "Not Allowed" (if already set to it) when changing to one of the Regulated Slavery policies, despite "Allowed" being the only valid Slavery Procreation option when Regulated Slavery is chosen.
  • Randomly-generated empire names were using the nominal rather than adjectival form of irregular demonyms (e.g., "Spaniard Empire" instead of "Spanish Empire").
 
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Updated for v1.2.3!
Thanks for your attentive and devoted work on this project. This patch made playing the game bearable during July for myself and many others.

It's quite embarrassing that the Xeno Integration fix still did not make it into today's patch. I'm supportive of this game and will purchase the Plantoid DLC, but I am increasingly frustrated by the lack of attention to these game-breaking bugs. There are several quality of life improvements that should be made as well, so Heinlein needs to deliver. It is hard for me to recommend Stellaris to friends when I have to preface it by telling them they will need to download a laundry list of mods to make the base game playable.
 
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Very excited to finally get this added!
A fix added on 2016-09-02 will cause the dominant species of an empire to change if there are no more Pops of that species in the empire's territory. Without the fix, the dominant species will remain in place even if there are no more Pops of the species in the empire, and even if the species is extinct in the galaxy. Rulers and all other leaders could continue to be of the founding species, coming from nowhere.

Upon triggering the event, whichever species makes up a plurality of Pops on the empire's capital planet becomes the new dominant species. If there is more than one plurality-holding species, a random one is chosen among them. Only fully-grown, sentient, non-slave Pops are counted for the purpose of this selection process.

Note this means that Synthetics could possibly become the dominant species of an empire.