Stellaris

Stellaris

[4.1] Empires Expanded
822 Comments
Skittish 5 Oct @ 11:12am 
Can confirm that this mod breaks assimilation citizenship for psyonic. Which somewhat flavorful for my elite empire is not very good for the rest of them
A-Sartek 3 Oct @ 2:30pm 
@MagnusGrey Yep, I filed a report for that, it seems to also override All Ascension Path by Draconas which does contain the updated DLC script...
Solar-Eruption 30 Sep @ 5:24am 
How do you get rid of the negative modifiers from the Ecumenopolis start?
MagnusGrey 28 Sep @ 11:59pm 
not entirely sure if its this mod or not, but something modifying traditions, specifically the psionic one, is making it to where i cannot assimalate pops
CaNaDiaN TWiN 28 Sep @ 9:24pm 
This mod seems to mess up trading policies with ethics and Civics classic
Ben_D⚜ 28 Sep @ 7:42pm 
Hello MadeinCanada, I'm posting here to let you and others know that I've uploaded a patch for those who use the Military Enhancements 2.0 [Invasion Events & More] mod in combination with this one here. It makes the terrestrial military units from this mod utilise the Armaments strategic resource introduced by the Military Enhancements mod. It's called the Terrestrial Forces Compatibility Patch . I hope this helps a few people.
28 Sep @ 2:40pm 
also this mod breaks psionic tradition tree. as in its empty and there is an unremovable pop up
28 Sep @ 2:01pm 
could it be that this mod no longer has the old maschine trait? very sad. i liked it way more than the new one
Kimanito 25 Sep @ 6:51pm 
Does this mod give the media rights policy ? I started a new game and I notice that it isn't there and I was unsure if this was the mod that makes that a thing. One of my factions was asking to have it be set to State Media
MegaPro1921 23 Sep @ 4:17pm 
I should mention Acot/Aot are not compatible with this mod.
Until someone makes compatibility or somethin. Swap between the two
Exan_Flo 18 Sep @ 5:28pm 
cant remove hostile nation blocker on annexed planet
Anton Rabe 6 Sep @ 1:34pm 
Thanks you
MadeinCanada  [author] 6 Sep @ 1:32pm 
I'm hoping to get a patch out for minor fixes for compatibility tomorrow, thanks for the patience guys! Will fix as much as I can
Anton Rabe 2 Sep @ 8:43am 
Thanks for asking
Well it trade politics
When i use your mod and CAC it just broking
I cant use other politics, only Energy one
MadeinCanada  [author] 2 Sep @ 4:05am 
@Anton Rabe @matt_ryan2 I don't know what would make it not work with ethics and civics, could I have details? Even if there's some compat issues, they would still work, just some policies OR factions that are overwritten might not have overwrites from both mods.

I'll have a look at updating the compatibility, and @zeroissue, I'll add that to compatibility too.
matt_ryan2 30 Aug @ 6:33pm 
@Anton Rabe, does it still not work with Ethics and Civics? Was looking for an update to the civic version too, but it says above that there's compatibility.
󠁳⁧⁧ zeroissue 26 Aug @ 12:40am 
this mod doesn't work with More Societies: Infinity, it modifies the bombardment stance is there a possibility of a patch?
Anton Rabe 22 Aug @ 11:09pm 
Sorry for asking but can you update only civic and origin version ? I love your mod but it sadly dont work with Ethics and Civics Classic
MadeinCanada  [author] 18 Aug @ 5:41am 
Just sent out a patch fixing all the bug reports I've seen, thanks for those! Let me know if any issues come up.

You might have to unsub and resub for the update to take effect.
Zombieslayer1444 4 Aug @ 3:01pm 
Attempting to use research driven as your primary source of unity production is great, I have zero idea how quickly my traditions are growing and I do not care.
MadeinCanada  [author] 30 Jul @ 4:38pm 
Oh wow, thanks for the localisation! Will link it in the description.
MadeinCanada  [author] 29 Jul @ 11:59am 
Fair point, might add some sort of buff to it
Zombieslayer1444 29 Jul @ 10:47am 
Integrated cybernetics is neat, but it doesn't really have long term benefits compared to genetic manipulators. Obviously it's still insane, just less so.
MadeinCanada  [author] 9 Jul @ 3:27am 
Oh lol I see, weird that they're not that receptive about mod compat. I'll see if I *can* do anything for it. Bug Branch is probably the number 1 mod that I want to be compatible since they work well with EMEX, so defo expect an update soon! Thanks for the support
eqN 8 Jul @ 9:00pm 
As odd as it is, that string of text is a single mod name haha. The mod seemed plenty compatible at first, but digging into the files it looks like they've made some sporadic, sweeping changes. I've asked them about their own compatibility with Bug Branch recently and they were not particularly receptive, unfortunately, due to such changes. The mod is more commonly known as "MECR" I believe. To be honest, I'm probably gonna give up on the mod if there is no compatibility wiggle room on their end.

Thanks for the reply! Bug Branch and EMEX are both real must-haves for myself and many others. It's greatly appreciated you're willing to take another peek at making it compatible.
MadeinCanada  [author] 8 Jul @ 7:18pm 
Bug Branch has probably been updated recently to the point where the inbuilt compatibility isn't up to date, been meaning to have a look to update it, but afaik it should still run fine apart from a few policies/factions acting a bit strange.

Will look at those other mods you sent, if they;re only GC/resolutions then I don't see why they would be incompatible, in fact I'd guess they are for 90% of the content, but there may be some changes.
eqN 8 Jul @ 7:12pm 
I guess while I'm at it, I see a lot of the same with "More Emperor & Custodian Resolutions, and Galactic Unification". I know that's not listed as compatible, though curious if you're familiar with the mod and/or know of any incompatibilities? Thank you. ^^
eqN 8 Jul @ 6:56pm 
I'm combing through Irony conflicts on my mod list just to make sure I'm not breaking anything. I know this mod is described as being compatible with Bug Branch, but I am seeing a lot of conflicts. (Seems bug branch has a lot of its civics and some of its ethics labeled as "bugged_x"). Just wanted to check if that is still the case as of 4.0? Thanks!
MadeinCanada  [author] 1 Jul @ 9:08am 
@Autumn I do want to make a bunch of new variants of civics for megacorps and gestalts, so yes do expect that at some point!
Autumn 28 Jun @ 9:09pm 
Any chance of Megacorps getting a version of Bureau of Transportation? I yearn to pave highways all around the universe but I was hoping to be a megacorp while I did it.
MadeinCanada  [author] 25 Jun @ 10:01am 
@Cheddbuzz It does, but they're all related to civics/origins/APs
Cheddbuzz 25 Jun @ 5:53am 
hello i was just wondering if this mod adds empire modifiers as i have gotten a permanent one that id like to get rid of.
MadeinCanada  [author] 24 Jun @ 6:03pm 
will have a look, thanks!
24 Jun @ 10:15am 
genetic manipulators is broken it currently disables biomorphisis
MadeinCanada  [author] 23 Jun @ 3:31pm 
@🌙𝓛𝓾𝓷𝓮🌙 yeah haven't had the time to look at fixing all the compatibility problems, but I'm hoping to get some or most of those done in another patch tomorrow, thanks for the report!
Solendar 23 Jun @ 2:27pm 
Hey man, appreciate you taking the time to send out an update!

Wanted to report an issue I am still having - the bug where "economic policy" from Ethics and Civics Classic is starting off automatically set to "criminal market" and then disappears with no policy set at all.

I narrowed it down, for my game at least, to those two mods; appreciate the update just wanted to give a quick heads up as soon as I could, been tracking this for a little while as I am eager to dive back in.
MadeinCanada  [author] 23 Jun @ 12:01pm 
Patch was sent out early today, most bugs should have been fixed! Let me know if anything comes up
MadeinCanada  [author] 19 Jun @ 9:26am 
Will have a look, been pretty busy but my schedule is clearing up so expect stuff soon
MegaPro1921 18 Jun @ 11:01am 
Acot and This mod still conflict with eachother
MadeinCanada  [author] 14 Jun @ 12:26pm 
Ah right, I assume then that it doesn't work for empires in a federation. I'll have a look at that then, thanks!
Zeratoth 14 Jun @ 12:24pm 
yeah they were 2 out of 3 of those, still wasn't appearing. Doing some testing, it appeared once the target was removed from its federation (a different fed from mine).
MadeinCanada  [author] 14 Jun @ 2:23am 
@Zeratoth The target must be either militarist, supremacist/belligerent diplo stance, or in a war that isn't a liberation war.
Zeratoth 13 Jun @ 4:43pm 
What are the conditions for the Peacekeeping (Federation version) casus belli? cause it's not appearing on some civs that I'm pretty sure it should (barbaric despoilers?)
MadeinCanada  [author] 13 Jun @ 12:46pm 
@TotalCarnage No worries, glad you found the problem!
TotalCarnage 13 Jun @ 11:01am 
@MadeinCanada well I found out that mod was ACOT sorry for the long message that had nothing to do with this mod. I just for the life of me couldn't figure out which mod did it :cleandino:
MadeinCanada  [author] 13 Jun @ 1:51am 
Welp, I suppose it's now fine then? Weird, let me know if anything else comes up!
johnson.zachary0427 12 Jun @ 5:23pm 
Newest update seems to have fixed the issue.
kahvipensas 12 Jun @ 4:23am 
Paradox changed some things in district specialization code in the latest patch, it's broken several mods.
MadeinCanada  [author] 12 Jun @ 3:54am 
I'll investigate today, weird though, haven't touched them at all. Maybe the 4.0.17 patch broke something. Thanks!