• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

kwm1800

Second Lieutenant
64 Badges
Jul 7, 2015
118
11
  • Arsenal of Democracy
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines Deluxe Edition
  • Warlock: Master of the Arcane
  • Stellaris: Apocalypse
  • Sword of the Stars II
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2
  • Cities in Motion
  • A Game of Dwarves
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2 Collection
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • BATTLETECH
  • Knights of Honor
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Pride of Nations
  • Cities: Skylines
  • Rome: Vae Victis
  • Victoria 2
Hmm, I copied some of the buildings in a separate file, named it populationimproved_buildings and got error in log
[02:20:02][building_type.cpp:883]: Building building_basic_mine has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_1 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_2 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_3 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mining_network_4 has upgrades loop, building_mining_network_5 visited twice.
[02:20:02][building_type.cpp:883]: Building building_mineral_processing_plant_1 has upgrades loop, building_mineral_processing_plant_2 visited twice.

What are these errors in the log?


I am sorry to bring this year-old question, but I am having very same problem and just can't find the solution.

It seems this causes the upgrade path to duplicate on the building screen. I'd really like to solve this issue.
 

kwm1800

Second Lieutenant
64 Badges
Jul 7, 2015
118
11
  • Arsenal of Democracy
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines Deluxe Edition
  • Warlock: Master of the Arcane
  • Stellaris: Apocalypse
  • Sword of the Stars II
  • Sword of the Stars
  • Ship Simulator Extremes
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • Majesty 2
  • Cities in Motion
  • A Game of Dwarves
  • Darkest Hour
  • Europa Universalis III
  • Divine Wind
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2 Collection
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • BATTLETECH
  • Knights of Honor
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Pride of Nations
  • Cities: Skylines
  • Rome: Vae Victis
  • Victoria 2
OK, I solved this problem by myself. Since nobody has actually answered this question, I put mine here:

Question : "Has upgrades loop" problem with list duplication.

Answer : It seems if there is any duplicate list of the building on the different file, it seems the game thinks they are separated buildings, causing two upgrade paths, leading into this loop issue. Solution was to delete all duplicated lists and it solved the problem.
 

Mitchz95

Field Marshal
17 Badges
Feb 4, 2016
3.534
2.569
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Is there a way to get the "random list" thing to work for planet spawning? I'm trying to use it for my binary systems mod but it doesn't seem to be working (the stars don't spawn).

Code:
    random_list = {
       # Binary
       50 = {
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 1
               size = { min = 25 max = 30 }
               has_ring = no
               flags = { mzilli_binary_a }
       
               init_effect = {
                   prevent_anomaly = yes
               }
           }
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 180
               size = { min = 20 max = 25 }
               has_ring = no
               flags = { mzilli_binary_b }
       
               init_effect = {
                   prevent_anomaly = yes
               }
           }
       }
       # Trinary
       50 = {
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 1
               size = { min = 27 max = 30 }
               has_ring = no
               flags = { mzilli_binary_a }
       
               init_effect = {
                   prevent_anomaly = yes
               }
           }
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 120
               size = { min = 23 max = 27 }
               has_ring = no
               flags = { mzilli_binary_b }
       
               init_effect = {
                   prevent_anomaly = yes
               }
           }

           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 120
               size = { min = 20 max = 23 }
               has_ring = no
               flags = { mzilli_binary_c }
       
               init_effect = {
                   prevent_anomaly = yes
               }
           }
       }
   }
 

JoeSteel

Major
80 Badges
Mar 11, 2012
585
184
  • Heir to the Throne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
I figured I would check in again for my usual question since there has been an update.
Is there any word on when, or if they are going to incorperate a similar "achievement's enabled/disabled" as they have in CK2 and EU4?
I just find it infuriating that complete graphics oriented mods were disabling achievements.

edit: I figured I should mention before I'm potentially told "Just make sure the checksum doesn't get changed" again. It doesn't matter. The checksum doesn't even change for me when I enable a mod that adds events.
 
Last edited:

Xoatl

Major
38 Badges
Jan 21, 2012
784
192
  • A Game of Dwarves
  • Magicka
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Heir to the Throne
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Victoria 2
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Stellaris: Synthetic Dawn
Anyone know how to close or hide windows/popups after for example a "add_random_leader_trait = yes" command? I have hide_window = yes for the country event but that doesn't seem to apply.

Is there any modifier for spaceport costs or spaceport upgrades?

What about a modifier for empire wide leader experience gain?

http://www.stellariswiki.com/Modifiers

spaceport_module_cost_mult
species_leader_exp_gain
 

littleraskol

First Lieutenant
25 Badges
May 29, 2013
222
10
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
Not sure what I am doing wrong in my definition of a new ascension perk that causes this to happen. I copied the format from an existing perk pretty damn closely. Here's the definition:

Code:
lrsk_adv_civ_ap_diplomatic_aspiration = {
    on_enabled = {
        custom_tooltip = "lrsk_adv_civ_ap_aspiration_unlocks"
        hidden_effect = {
            give_technology = { message = no tech = tech_terrestrial_sculpting }
        }
    }

    possible = {
        custom_tooltip = {
            fail_text = "lrsk_adv_civ_ap_diplomatic_complete"
            AND = {
                has_tradition = tr_diplomacy_dynamic_ecomorphism
                has_tradition = tr_diplomacy_federal_unity
                has_tradition = tr_diplomacy_the_federation
                has_tradition = tr_diplomacy_entente_coordination
                has_tradition = tr_diplomacy_alien_tourism
            }
        }
    }

    modifier = {
        ascension_perks_add = 1
    }

    potential = {
    has_civic = lrsk_adv_civ_civic_aspiring_ascendants
        NOR = {
            has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
        }
        OR = {
            has_ethic = ethic_fanatic_xenophile
            has_ethic = ethic_fanatic_pacifist
        }
    }

    ai_weight = {
        factor = 5
    }
}

I suspect it's probably related somehow to not being able to use "has_tradition" as a thing to check, which would be unfortunate because the whole idea is that this is a reward for a certain government built around ascendancy to follow a tradition path based loosely on their strongest ethos.
 

Xoatl

Major
38 Badges
Jan 21, 2012
784
192
  • A Game of Dwarves
  • Magicka
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Heir to the Throne
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Humanoids Species Pack
  • Stellaris: Federations
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Victoria 2
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Stellaris: Synthetic Dawn
Code:
   potential = {
   has_civic = lrsk_adv_civ_civic_aspiring_ascendants
        NOR = {
            has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
        }
        OR = {
            has_ethic = ethic_fanatic_xenophile
            has_ethic = ethic_fanatic_pacifist
        }
    }

Not sure if this is the only problem but it should be

Code:
   potential = {
        has_civic = lrsk_adv_civ_civic_aspiring_ascendants
        NOR = {
            has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
        }
        OR = {
            has_ethic = ethic_fanatic_xenophile
            has_ethic = ethic_fanatic_pacifist
        }
    }
 

Risa

Lt. General
92 Badges
Mar 2, 2005
1.242
278
  • Semper Fi
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Penumbra - Black Plague
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Heir to the Throne
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Surviving Mars: First Colony Edition
  • Europa Universalis III
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • East India Company Collection
  • Arsenal of Democracy
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
  • Hearts of Iron III
Anyone know how to close or hide windows/popups after for example a "add_random_leader_trait = yes" command? I have hide_window = yes for the country event but that doesn't seem to apply.
That is a scripted effect. So edit it directly in 00_scripted_effects.txt.
 

littleraskol

First Lieutenant
25 Badges
May 29, 2013
222
10
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
Not sure if this is the only problem but it should be

Code:
   potential = {
        has_civic = lrsk_adv_civ_civic_aspiring_ascendants
        NOR = {
            has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
            has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
        }
        OR = {
            has_ethic = ethic_fanatic_xenophile
            has_ethic = ethic_fanatic_pacifist
        }
    }

If I'm reading this right, you're pointing out that the "has_civic" line isn't tabbed properly? Hm, didn't know that the game was sensitive to whitespace like that but I'll give it a shot.
 

hadaev

Colonel
25 Badges
Sep 7, 2012
972
209
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris Sign-up
  • Stellaris
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Magicka
Is there a way to get the "random list" thing to work for planet spawning? I'm trying to use it for my binary systems mod but it doesn't seem to be working (the stars don't spawn).

Code:
    random_list = {
       # Binary
       50 = {
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 1
               size = { min = 25 max = 30 }
               has_ring = no
               flags = { mzilli_binary_a }
      
               init_effect = {
                   prevent_anomaly = yes
               }
           }
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 180
               size = { min = 20 max = 25 }
               has_ring = no
               flags = { mzilli_binary_b }
      
               init_effect = {
                   prevent_anomaly = yes
               }
           }
       }
       # Trinary
       50 = {
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 1
               size = { min = 27 max = 30 }
               has_ring = no
               flags = { mzilli_binary_a }
      
               init_effect = {
                   prevent_anomaly = yes
               }
           }
           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 120
               size = { min = 23 max = 27 }
               has_ring = no
               flags = { mzilli_binary_b }
      
               init_effect = {
                   prevent_anomaly = yes
               }
           }

           planet = {
               count = 1
               class = star
               orbit_distance = 0
               orbit_angle = 120
               size = { min = 20 max = 23 }
               has_ring = no
               flags = { mzilli_binary_c }
      
               init_effect = {
                   prevent_anomaly = yes
               }
           }
       }
   }
moon = {
count = { min = 0 max = 1 }
class = random_non_colonizable
orbit_angle = { min = 90 max = 270 }
orbit_distance = 5
}
 

Guilliman88

Planet Modifier Guy
46 Badges
Mar 21, 2015
544
429
  • Magicka
  • Stellaris
  • Age of Wonders: Planetfall Deluxe edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • BATTLETECH: Season pass
  • Age of Wonders: Planetfall
  • BATTLETECH - Digital Deluxe Edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall - Revelations
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
It's still happening :(
Code:
   potential = {
        AND = {
            has_civic = lrsk_adv_civ_civic_aspiring_ascendants
            NOR = {
                has_ascension_perk = lrsk_adv_civ_ap_diplomatic_aspiration
                has_ascension_perk = lrsk_adv_civ_ap_inquisative_aspiration
                has_ascension_perk = lrsk_adv_civ_ap_dominant_aspiration
                has_ascension_perk = lrsk_adv_civ_ap_expansionist_aspiration
                has_ascension_perk = lrsk_adv_civ_ap_harmonious_aspiration
                has_ascension_perk = lrsk_adv_civ_ap_prosperous_aspiration
                has_ascension_perk = lrsk_adv_civ_ap_supremacist_aspiration
            }
            OR = {
                has_ethic = ethic_fanatic_xenophile
                has_ethic = ethic_fanatic_pacifist
            }
        }
    }

Try this (I assume it needs to be has_civiv AND the rest. If it needs to be one of those 3, use OR.)