Stellaris

Stellaris

SCM Overhaul Ethics and Civics [Alpha Branch] [Continuation of Petruxa's ethics and civics classic mod]
164 Comments
lorrelion 14 May, 2022 @ 2:25pm 
Any chance this mod will be updated for overlord?
Philodox 19 Dec, 2021 @ 10:26pm 
Looking forward to an update. This mod is excellent.
Kippin 12 Dec, 2021 @ 8:09am 
Will this mod be updated soon?
Mr. Mc Cringe 22 Nov, 2021 @ 11:17pm 
With the newest update this mod is broken. Upon loading the game it crashes. I tested this with other mods and by itself in an effort to reduce variables. Both of these tests gave the save results. I hope there will be a fix soon. I enjoy this mod and am glad it has been updated as much as it has.
oldguardian 17 Oct, 2021 @ 3:24am 
@Jakhuen, so just a wait and see then? thanks for the answer!
Jakhuen 17 Oct, 2021 @ 2:53am 
It seems 3.1 and this mod stop the planet modifier that give district to spawn
oldguardian 17 Oct, 2021 @ 2:10am 
So I have the same issue as @Besmarr where planets have no districts, no other mods just this one. anyone know how to fix this?
The_Draco 9 Oct, 2021 @ 3:24pm 
or better, make the changes (if possible) via addeing variable modifiers instead, to avoid overwriting too much, cause at the moment, as i take a look into your files and the vanilla ones, it seems you re-overwrite new vanilla version files of nearly the whole game with your altered versions of older files completely, wich will take closely years to correct them if you don't want to write the whole mod from scratch (wich maybe could go faster) if i had enough time i would like to help you but yah, I am already working since a vew days trying to fix the district_rw_industrial problem and don't even be somewhere close a solution...
The_Draco 9 Oct, 2021 @ 12:14pm 
well, i have found some problems with this, first it doen't contains the changes on authoritys and civics the base game got with 3.1 also it makes atm the industrial segment on ringworlds useless, they don't add any jobs and like T3Ar_HD sayed, it makes shipsets unselectable.

I think you should change from overwriting files to just add/overwrite the sole civic/job/authority and stuff it really alters, that should solve some future problems... hopefully you get this mod up to date shortly after 3.2 release
Serbian 347 28 Sep, 2021 @ 12:06pm 
Can a UI Overhaul Dynamic Patch be made for this as using the ethics and civics classic no longer works for it (pluralism and elitism was removed from Petruxa's Ethics and Civics Classic)
T3AR_HD 20 Sep, 2021 @ 12:59pm 
When using this for 3.1 it seems to work properly except that it makes shipsets unselectable.
Besmarr 18 Sep, 2021 @ 3:20am 
Is this mod causing industrial districts to have no jobs for anyone else?
Sketch 15 Sep, 2021 @ 3:01am 
UNE spawning as DN and also new civics are not working in 3.1
Sean 14 Sep, 2021 @ 12:07am 
Hey, not sure if anyone else is having this problem, but here goes. I have another mod that lets me have more civics, and I notice that for some reason specialist pop jobs provided by buildings provided by civics aren't appearing at all. For example, I have a neo colosseum and an inquisiton building, and I'm getting inquisitor jobs but no gladiators. Also, templars aren't appearing even though I have the civic for them.
super_mario 10 Aug, 2021 @ 6:37am 
Hey, I'm sure there is a reason why, but why aren't Temples and sacrificial temple and normal temples separated. As it is right now Militant Zealots and Death cult aren't super usable together as you no longer get Templars due to sacrificial Temples replacing normal temples.
SpaceWhale 27 Jul, 2021 @ 8:59pm 
Why doesn't brand loyalty give +1 encryption?
Mira113 1 Jul, 2021 @ 4:15pm 
Shouldn't the machine god influencers casus belli be available with the unrestricted wars policy rather than just conversion wars?
PiFi 24 Jun, 2021 @ 3:25am 
The UNE still spawns as despicable neutrals when played by the AI.
hexphyre 1 Jun, 2021 @ 1:02pm 
The crashing is also happening to Revolutions - Ethics and Civics, but not to Ethics and Civics Alternative - Redux + Relytor's Empire Governance - Redux
Fetacine 1 Jun, 2021 @ 9:31am 
This seems to cause the latest version of Stellaris to simply crash instantly upon loading.
Inny 30 May, 2021 @ 10:24pm 
You realy shouldn't overwrite the whole scripted trigger file just to edit a few lines. This wrecks compatibility.
Bink~ 23 May, 2021 @ 11:45pm 
using life seeded origin with machine cult makes it so only robots spawn and non of my organic pops.
Erik Schon 14 May, 2021 @ 2:53pm 
The Machine Cult Civic seems to be bugged. All my pops start out as robots, while having 0 normal pops (+normal pops' citizenship rights are set to slaves and can't be changed).
Reli 14 May, 2021 @ 8:56am 
My Machine God Influencer can't seem to use converion philosophy or cb. could be incompatibility tho
DylStur 9 May, 2021 @ 9:52pm 
Any chance for a compatability patch with Zenith of Fallen Empires? Becoming an ascended empire locks you out of using the extra trading types because you're no longer a default empire type
[REDACTED] 7 May, 2021 @ 7:32pm 
Any chance of compatibility with either the unofficial patch or most importantly Starnet AI? Atm no civics ethics overhaul mod is compatible with Starnet, which means choosing between this well balanced mod or functioning AI.
Yuichi 29 Apr, 2021 @ 9:57am 
Is it on purpose that this mod changes the new spawning pool (bio pop assembly) back to the old one (+25% pop growth)?
KARL 28 Apr, 2021 @ 6:15pm 
Dose this fix the trade options i cant do planned economy cause i need one of the trades the base game dosent have
Lil_Puppy 27 Apr, 2021 @ 8:53pm 
is there a 2.8 version going to be available?
Femboi Jesus 27 Apr, 2021 @ 7:19pm 
Just noticed a bug where Machine-God Influencers is not giving access to the Conversion war policies
DylStur 23 Apr, 2021 @ 4:18pm 
Capitals still aren't adding building slots. I'm not sure if the update you mentioned was for that or not
Weftin 22 Apr, 2021 @ 8:11pm 
Tested it in game after reloading all installed mods, can confirm it is now functional thanks for the quick work
Hypno  [author] 22 Apr, 2021 @ 12:38pm 
Update has just pushed, that should be fixed
Weftin 22 Apr, 2021 @ 11:14am 
the aperature science civic is seemingly non functional, as a machine empire I have established a research pact, defense agreement, and have a construction ship in orbit giving me full vision of the colony and system and am unable to build a branch office
Archivist Grim 20 Apr, 2021 @ 11:31am 
Just checking this is compatible with UI overhaul dynamic? Since the current patch for it is rather outdated
FatRefrigerator 18 Apr, 2021 @ 2:51pm 
What does this mod do other than rebalance Petruxa's mod a bit? It's 50mb larger
Juiposa 18 Apr, 2021 @ 10:04am 
capital upgrades aren't adding building slots +1
Liquid 18 Apr, 2021 @ 7:36am 
capital upgrades aren't adding building slots
RogueSkeptic 17 Apr, 2021 @ 9:55pm 
Is this compatible with starnet AI?
soulpelt 17 Apr, 2021 @ 3:48pm 
Hey so I think the civics that give you housing n such from planetary blocker is bugged. :(
WolfWhiteFire 17 Apr, 2021 @ 11:36am 
With the other civic I mentioned, the one for pacifist megacorps that makes gun batteries, missile batteries, and hangar bays give two trade value and cost 1 less energy in upkeep also seems to be not functioning correctly for me.
TortoTheConqueror 17 Apr, 2021 @ 11:15am 
I can't see the Direct Democracy authority option when making a species. Did you take it out or is this a bug?
Kaiwyn 17 Apr, 2021 @ 11:02am 
Can't use the spy network.
Fivealive007 17 Apr, 2021 @ 9:35am 
If your using the ethics in the mod and spot an empire of the oppisite ethos it dosent seem to allow you to declare an Idealogical war on them.
Serbian 347 16 Apr, 2021 @ 8:54pm 
for those who are wondering the UI dynamic overhaul patch for ethics and civics classic currently works for this
WolfWhiteFire 16 Apr, 2021 @ 6:09pm 
Knowledge Through Trade is the specific civic.
WolfWhiteFire 16 Apr, 2021 @ 5:39pm 
Decided to try a quick trade value focused megacorporation game while waiting for the main mods I use to update, pretty sure none of the other active mods would have conflicted, and the civic that makes researchers provide 2 less science and 3 trade value instead is supposed to unlock the innovation & progress trade policy immediately. When I started the game, I noticed that that policy was still locked despite the civic being supposed to unlock it, so I think there may be a bug with that civic. Just a quick report of a minor bug.
Blocked By Garry Tan 16 Apr, 2021 @ 2:08pm 
Also can't go into the espionage screen or make embassies, working perfectly otherwise though! Love this mod thank you for all the work from the team :resmile:
Hypno  [author] 16 Apr, 2021 @ 10:39am 
The game has to have a larger window to properly display the ethics and civics on the summary screen
Vulture 16 Apr, 2021 @ 10:36am 
Is there a specific reason, on the species creation screen before game has a bigger window?
I have hard time editing my rulers coz i cant see it clearly