Stellaris

Stellaris

!Unified Religious Government Patch
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?
LittleRaskol  [author] 13 May, 2017 @ 5:23am 
If you want the religious governments to count for the Traditionalist Faction's demand that you have a religious government, and aren't concerned by possible incompatibility with other mods that alter that faction, yes you should use this.
Khanna 12 May, 2017 @ 9:53am 
I'm sorry, my English isn't very good. I'm using your Government Variety Pack mod. Should I use this too? I didn't fully understand the description.
LittleRaskol  [author] 6 May, 2017 @ 6:13am 
Added!
PalmettoJedi4 5 May, 2017 @ 1:45pm 
And here is my government I made, in case you made something similar:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=908539440

I do plan on adding a picture soon.
PalmettoJedi4 5 May, 2017 @ 1:19pm 
Cool. That should work out. I have a few race mods installed, but that's a good idea. And you're welcome for the tip!
LittleRaskol  [author] 5 May, 2017 @ 5:17am 
Thank you for the tip related to that other mod though, I'll drop the author a line.
LittleRaskol  [author] 5 May, 2017 @ 5:15am 
It is 100% guaranteed to conflict with anything that modifies "00_traditionalist.txt", tbh, which is why I'm making this as a separate mod from my main. There's only so much that can be done for mod inter-compatibility so I figured I'd give users the choice. The best solution here I can think of is for one person to maintain a unified mod for this file that includes the government types of multiple mods that want them in the approved list of religious governments. I'm pretty sure the game won't crash if it checks for a government type that "doesn't exist." So I'll do that if mod authors want to let me know what government types to add to this patch.
PalmettoJedi4 3 May, 2017 @ 4:12pm 
Hm....This might conflict with my own government mod. Still in the process of learning how to mod. I merely did the same thing you did and added my government in. You might also want to speak with the author of this mod: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=819007550&searchtext=variety+war to see about creating a compatibility patch mod.