This mod corrects several hundred issues in vanilla Stellaris. The game is faster, the AI is smarter, mods are better supported, and fewer bugs will be encountered.
The severity of these has ranged from typos to game crashes.
- This mod has fixed two game crashes so far. Both are now fixed by Paradox.
It is not achievement compatible.
A small portion of this mod has been incoporated into 3.11. They included about twice the fixes listed, but it is normal for Paradox to only include about half the fixes they make in a given patch in their changelogs.
This is not a balance patch. Paradox absorbed most such changes from this mod in 3.11, and a good portion of what balance items remained is now removed.
I am working on a balance mod to eventually host most of the leftover balance items, along with more drastic changes.
Steam Workshop Download • Paradox Mods Download
The previous version is also maintained on the mod sites, cycling with each new version:
Steam Workshop Download • Paradox Mods Download
Older legacy versions can be found in releases.
- Changes-Common.md covers changes to the common/ directory. I have not yet finished documenting this.
- Changes-Events.md covers changes to the events directory.
- Changes-Other.md covers changes to the interface, maps, and localisation (English) directories.
- Changes-Systematic.md covers new components that address issues, but do not change vanilla files.
For chronological changelogs:
- ChangeLog-2025.md for 2025
- ChangeLog-2024.md for 2024
- ChangeLog-2023.md for 2023 and earlier.
When Paradox addresses the same bug I do, and hasn't copied my fix or whatever, I usually just overwrite my fix completely and that is the end of it. There are as of my last review, three exceptions to this:
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The Pulsating Stars anomaly, where the fallback is to create an entirely new star system. My original fix is retained for performance reasons.
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The Khan lost all of their traits with the leader rework. My original fix gave the Khan different traits depending on the type of marauders that got awakened. I kept my fix because it is somewhat more flavorful.
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There was a division by zero error when calculating the fleet power for rebellions. Paradox gave a base of 1, I set the minimum to 100. I kept my fix because the result gets cubed, and you can get weights in the septillions with it. Which I worry is a bit much.
This mod goes at the top of your load order. If you are also using Vanilla fixes by Harain, that should go first as everything but graphical fixes gets incorporated or is rendered irrelevant by this patch.
There are no expected issues with adding this to or removing this from a running game.
Most everything is compatible, except for multi-ascension path mods. If you want to combine biological ascension with other ascensions, I have made a mod for just that.
Feel free to forward these changes to your mods. Pointing people to this project is appreciated, as it makes more Stellaris fans aware of it.
If you want to check for this mod's presence, look for the ariphaos_unofficial_patch_installed flag or the @ariphaos_patch_installed = 1 variable.
- See Contributing.md.
- See Credits.md for incorporated bugfix mods this project has eaten, sometimes whole. All of these people deserve thanks.
- See the changelogs for individual credits for 2023. Thank you to everyone who contributes fixes.