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!Unified Religious Government Patch
   
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24 Apr, 2017 @ 9:45pm
12 Jun, 2018 @ 4:22am
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!Unified Religious Government Patch

Description
NOTE: I'm not sure when, but the Traditionalist faction changed at some point to check for Spiritualist ethos, not specific government types, so this mod is no longer needed and will not be updated going forward. Keeping it up for legacy purposes, though.

Have you made a mod that adds new governments? Are at least some of those governments "religious" and so ought to count as religious governments for the Traditionalist (Spiritualist) faction? Concerned about mod inter-compatibility? Hit me up!

What This Does

This edits the file "00_traditionalist.txt" to list mod-added government types as being acceptable for the "has religious government" demand of the Traditionalist (Spiritualist) faction.

Background

This started as a small fix to an issue with my Government Variety Pack mod. Basically, it allowed the religious government types I added to count for the Traditionalist faction demand. This requires overwriting "00_traditionalist.txt", which makes it incompatible with any mod that does the same. For this reason, I wanted it to be separate from the main mod as an option for anyone who doesn't mind that.

After that PalmettoJedi4 asked me about compatibility with his government mod that adds a religious government. I realized it would be easy as hell to make a mod for "00_traditionalist.txt" that combines the governments of multiple mods which ought to count as religion. Thus, this patch was reborn.

Compatibility

Support has been added for the following mods:
Check the "Compatibility Request" discussion below for info on how to have your mod's governments added.

Disclaimer

Haven't tested this even a little, so while what it does is very simple (adds a few lines to one file), I can't guarantee it won't cause trouble.
Popular Discussions View All (1)
2
19 May, 2017 @ 5:27am
Compatibility Request
LittleRaskol
18 Comments
LittleRaskol  [author] 8 Dec, 2018 @ 8:51am 
I'm not sure when, but the Traditionalist faction changed at some point to check for Spiritualist ethos, not specific government types, so this mod is no longer needed and will not be updated going forward.
LittleRaskol  [author] 22 May, 2018 @ 7:01am 
Update note: Not aware of any changes that would break this. Please assume it's fine unless someone reports a show-stopping bug.
Delmain 22 May, 2017 @ 3:08pm 
That would be nice, yeah.

The government "types" should definitely just be tags on a government and then the check should be something like

owner = { government = { is_spiritualist = yes } }

but no, that would be ridiculous, clearly =P
LittleRaskol  [author] 22 May, 2017 @ 2:49pm 
Yes, and the funny thing is that they have one for events, but nothing else. What I really wish in this specific case is that they'd have designed the crisis event options with a real default option or to make it start the next step independently of whatever option you choose. Or that they let you add "tags" to governments that other things can check for.
Delmain 22 May, 2017 @ 2:40pm 
oh, awesome!

I was looking at it because I was actually in the middle of figuring out a government mod for myself when I realized the problem that you found that prompted you to make this mod. I realized it extended out from just this file though, and started looking elsewhere...

it really makes you wish that Paradox had just allowed an ID-based overwrite system, doesn't it?
LittleRaskol  [author] 22 May, 2017 @ 2:07pm 
There is actually a mod that fixes this already: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=785269836
LittleRaskol  [author] 22 May, 2017 @ 1:53pm 
Right, so, after testing, I've determined that the crisis events don't start unless your empire has one of a certain number of set governments. Which may or may not break the event chain. This is such a severe and bizarre oversight that I am tempted to make a separate fix mod for it. Just, wow.
LittleRaskol  [author] 22 May, 2017 @ 1:14pm 
As far as I can tell, those scripted triggers are only used to set specific flavor responses for crisis events or space piracy events. I'm not sure what the implications are for not having new governments listed are, but the way these events are structured it seems like no valid option exists for a government type not listed. Which is laffo in design terms. Even the "default" case requires a defined default government. There's two possibilities here: Either the game will give some default response option if your government type isn't listed. In that case, it's pure flavor and I'm not too worried about it. Otherwise, you can't do anything when the event starts and it breaks those events. That's a problem. Frankly, one of the listed events is the early "Birth of Space Piracy" event and I don't know how anyone using my main mod has been able to get past this event in that case. Going to test and see.
LittleRaskol  [author] 22 May, 2017 @ 12:41pm 
I wasn't aware of them until now, so nope. But maybe I should look!
Delmain 21 May, 2017 @ 11:09am 
Do you also update any of the "has_X_government" triggers in 00_scripted_triggers?