![]() PS: I also dabbled/thought about outright removing ideoligions via save editing but couldn't find anything in a second save that I saved afterwards with Ideology enabled. I know I probably have to settle using this save without Ideology, which is a shame, but maybe someone more tech-savvy could figure out what is actually happening here.įor this purpose, I upload the save and link it here. These bugs occur whether or not you immediately assign appropriate roles while paused (for either of or for both ideoligions). You can, however, manually execute a leader speech if you've assigned the respective role Killing the pawns belonging to other ideoligions or changing them via Set ideo (dev mode) kills all functions as well (Ritual spots stop working entirely for leader speech and conversion ritual). ![]() Ritual spots either stop functioning or conversion and leader events will only allow you to do it from the perspective of the secondary ideoligion. Right-clicking ceases to work (drafted or un-drafted) Whether you use that ideoligion or modify it with dev mode does not matter, the save will start to bug out as soon as the others wake up and demand their respective roles. The majority of my colonists (all pre-recent-refugee quest that completed this quest was accepted and completed with only base game + Royalty, when you load the save, you'll notice that this save is pre-Ideology) spawn with the proper, random generated ideoligion. ![]() The others spawn with a proper ideoligion of one of the factions. ![]() Some recently joined colonists from refugees spawn with two different sets of Ideoligions, one of those is some sort of fake ideoligion (Rustican 4), that has no memes, precepts, etc unless you activate dev mod and check it out. I am using an old save from 1.0 (so incompatibilities are to be expected), however the save works fine with Royalty but starts to bug out when you load it with ideology. ![]()
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