• 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.

Archael90

Field Marshal
18 Badges
Nov 30, 2017
4.272
5.031
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
Description
Memorialists civic does not provide sanctuary of repose building

Game Version
3.3 beta

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
As title sais. Its true of hive minds, dont know if normal empires also has this problem

Steps to reproduce the issue.


Upload Attachment
File(s) attached
 

Attachments

  • memorialist.png
    memorialist.png
    71,4 KB · Views: 0
  • no sanctuary.png
    no sanctuary.png
    80,3 KB · Views: 0
Bug still exists. It happens in hive mind givernment.
 
After looking into it, I've found that the "Sanctuary of Repose" building requires the technology "Sociocultural History" (tech_cultural_heritage) which is unavailable to Hive Empires:
1643661846798.png


Since it's a starting tech anyway, how about removing that requirement?
 
Hello!

Thank you for the report!

We are aware of the issue, it has already been added to our bug database.
 
  • 3Like
Reactions:
I'd like to add that I picked this civic as my third during a game playing as Hive Mind. My current Sensorium Sites were all transformed into a Sanctuary of Repose, but on new planets I did not have the option to build more (as expected from the bug). So it seems it is supposed to replace the Sensorium Site building but affected by the bug already found. Hope this will be fixed soon!
 
If you pick the civic during the game and not as starter, you can't upgrade the repose to Pillar of Quietus, but already existing lvl 2 sensorium sites will bet upgraded, otherwise you are not able to upgrade them, will do a test run with super low tech costs to try it as starter, but my guess is, that picking it later causes thebug, mainly because of the starting tech part.
 
Well, I've checked it in the files too, the problem is, that the building requirements for the upgrades are still the non-hivemind techs, while the problem is solved for the first tier of the building by making the cvic swapping the starting tech, still, the upgrades won't be available.
The requirements should be either the standard OR the hive version... you realy should have made separate buildings for this tech, not merge like 4 variations into a single existence.... yes, there might have been more objects, but the code and connections for techs and civics would be much cleaner and less bug inducing.
 
So.... just did it....

copied the 2nd and 3rd buildings code alltogether and just swapped the prerequisite to the hive' tech of that lvl.
I just don't know how the heck is it not fixxed yet if it's this simple, it literaly took me 5 minutes to fix it, wouldn't even needed a test run ingame to see the stuff.
You should either create a separate entity for these kind of buildings or make it possible in the code for the prerequisite value to have multiple inputs, either one geting fulfilled, allows the building or something.
Don't make your own job harder :)
 
Most of it is probably unneccecery, but I don't have the affinity to cut out the parts that are not important for it to work... I'm not paid for it.
Anyone, who needs it to be fixed, just insert it into the .../Stellaris/common/buildings/08_unity_buildings.txt
it probably work no matter where you paste it

#################################################################

building_galactic_memorial_2 = {
base_buildtime = @b2_time
can_build = no
category = unity

potential = {
exists = owner
NOT = { has_modifier = slave_colony }
owner = {
is_memorialist_empire = yes
}
}

allow = {
exists = owner
has_upgraded_capital = yes
}

destroy_trigger = {
exists = owner
OR = {
has_modifier = slave_colony
buildings_no_exotic_gases = yes
owner = {
is_memorialist_empire = no
}
}
}

convert_to = {
building_heritage_site
building_corporate_site
building_simulation_2
building_sensorium_2
}

resources = {
category = planet_buildings
produces = {
trigger = { exists = owner }
unity = 2
multiplier = owner.trigger:num_ascension_perks
}
cost = {
minerals = @b2_minerals
exotic_gases = @b2_rare_cost
}
upkeep = {
minerals = @b2_upkeep
exotic_gases = @b2_rare_upkeep
}
}

planet_modifier = {
planet_jobs_unity_produces_mult = 0.10
}

triggered_desc = {
text = building_heritage_site_effect
}

prerequisites = {
"tech_hive_cluster"
}

#Jobs
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = no }
}
job_death_chronicler_add = @b2_jobs
}

triggered_desc = {
trigger = {
exists = owner
owner = { is_gestalt = no }
}
text = "job_death_chronicler_effect_desc"
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = yes }
}
job_chronicle_drone_add = @b2_jobs
}
triggered_desc = {
trigger = {
exists = owner
owner = { is_gestalt = yes }
}
text = "job_chronicle_drone_effect_desc"
}

#Tomb/Relic worlds
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = no }
OR = {
is_planet_class = pc_nuked
is_planet_class = pc_relic
}
}
pop_government_ethic_attraction = 0.20
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = yes }
OR = {
is_planet_class = pc_nuked
is_planet_class = pc_relic
}
}
planet_crime_no_happiness_add = -20
}

upgrades = {
building_galactic_memorial_3
}

show_tech_unlock_if = {
is_memorialist_empire = yes
}
}

#Galactic Memorial
building_galactic_memorial_3 = {
base_buildtime = @b3_time
can_build = no
category = unity

potential = {
exists = owner
NOT = { has_modifier = slave_colony }
owner = {
is_memorialist_empire = yes
}
}

allow = {
has_major_upgraded_capital = yes
}

destroy_trigger = {
exists = owner
OR = {
has_modifier = slave_colony
buildings_no_exotic_gases = yes
owner = {
is_memorialist_empire = no
}
}
}

convert_to = {
building_hypercomms_forum
building_corporate_forum
building_simulation_3
building_sensorium_3
}

resources = {
category = planet_buildings
produces = {
trigger = { exists = owner }
unity = 3
multiplier = owner.trigger:num_ascension_perks
}
cost = {
minerals = @b3_minerals
exotic_gases = @b3_rare_cost
}
upkeep = {
minerals = @b3_upkeep
exotic_gases = @b3_rare_upkeep
}
}

planet_modifier = {
planet_jobs_unity_produces_mult = 0.15
}

triggered_desc = {
text = building_hypercomms_forum_effect
}

prerequisites = {
"tech_hive_confluence"
}

#Jobs
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = no }
}
job_death_chronicler_add = @b3_jobs
}
triggered_desc = {
trigger = {
exists = owner
owner = { is_gestalt = no }
}
text = "job_death_chronicler_effect_desc"
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = yes }
}
job_chronicle_drone_add = @b3_jobs
}
triggered_desc = {
trigger = {
exists = owner
owner = { is_gestalt = yes }
}
text = "job_chronicle_drone_effect_desc"
}

#Tomb/Relic worlds
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = no }
OR = {
is_planet_class = pc_nuked
is_planet_class = pc_relic
}
}
pop_government_ethic_attraction = 0.20
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = yes }
OR = {
is_planet_class = pc_nuked
is_planet_class = pc_relic
}
}
planet_crime_no_happiness_add = -20
}

show_tech_unlock_if = {
is_memorialist_empire = yes
}
}

#################################################################
 
Not sure why, but I've also got the tech options for the non-hiveminded path, that gave me nothing with this change, but this is more minor of a problem compared to the original, which forces you to remove civic, upgrade normal building to max on all planets (you probably want it to be present everywhere, since as hivemind, the main bonus of this civic is the extra stability, which you probably want on all of your planets), then swap civics again.... repeat periodically on new territory, extra management required if you're with offspring origin and want your sector-made vassals also have it already set up.


Ok, I was annoyed a bit by the tech, so I've dug into it, the full solution wasn't that complicated in the end either:

You don't need to create a copy of the buildings, just change the requirements to the hive related techs and...

put this into the tech_heritage_site:
potential = {
OR = {
is_hive_empire = no

so it won't come up as an empty tech
 
Last edited:
Hello!

Thank you for the report!

We are aware of the issue, it has already been added to our bug database.
A version of this bug is still present in 3.4 as of last night. I cannot build the buildings after taking the civic as my 3rd civic during the game while playing as a hive mind.

I can submit an additional save / bug report if necessary but did not want to unnecessarily duplicate things if you did not believe it to be fixed.
 
A version of this bug is still present in 3.4 as of last night. I cannot build the buildings after taking the civic as my 3rd civic during the game while playing as a hive mind.

I can submit an additional save / bug report if necessary but did not want to unnecessarily duplicate things if you did not believe it to be fixed.
Tested it, it seems the building can be built after you reload the save.

Interestingly, after reloading the save, I could build sanctuary immediately if I removed and re-added memorialist.