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Kombatdoctr

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Jun 11, 2009
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Description
Stellaris - 3.0.3 [d281] The Flesh is Weak's special project can change your species' name list

Game Version
3.0.3

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Ancient Relics, Federations, Nemesis

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Species' name lists are randomly changed after completing The Flesh is Weak's special project.

The included save is a quick test I did to demonstrate it happening, my starting leaders are all using the Humans (UNE) name list, but after completing the special project all recruited leaders are pulling names from another Humanoid name list.

Steps to reproduce the issue.
1. Unlock The Flesh is Weak ascension perk
2. Complete the accompanying special project

It doesn't always happen as sometimes you get lucky (?) and the newly selected name list is the same as your old one.

I managed to fix it via modding, here is the code from the 00_scripted_effects file, my only change is the addition of namelist = this, everything else written is vanilla.

# Given a species, create a mod with trait_cybernetic and apply to all pops, leaders
# and armies that have the original species and the same owner as the scope object.
# Scope: Something that has a species and an owner
create_cybernetic_species_mod = {
species = {
create_species = {
is_mod = yes
name = this
namelist = this
plural = this
class = this
portrait = this
traits = this
homeworld = this
traits = {
ideal_planet_class = this
trait = trait_cybernetic
}
}
save_event_target_as = changing_species
}

owner = {
every_owned_pop = {
limit = { is_exact_same_species = event_target:changing_species }
change_species = last_created_species
}
every_owned_leader = {
limit = { is_exact_same_species = event_target:changing_species }
change_species = last_created_species
}
every_pool_leader = {
limit = { is_exact_same_species = event_target:changing_species }
change_species = last_created_species
}
every_owned_army = {
limit = {
exists = species
is_exact_same_species = event_target:changing_species
}
change_species = last_created_species
}
every_owned_ship = {
limit = {
is_ship_class = shipclass_colonizer
is_exact_same_species = event_target:changing_species
}
change_species = last_created_species
}
}
}

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