Stellaris

Stellaris

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Stargate
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9.428 MB
25 Sep, 2020 @ 7:40pm
7 Jun @ 9:21pm
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Stargate

Description
[discord.gg]

This mod adds a Stargate deposit. Includes an event to place them on game start, dynamic benefits based on how many stargates you have, and some limited interaction with other empires that have stargates. Also has a decision to build them, which is unlocked by a tech that requires Gateway Construction.

The Stargate itself provides Admin Cap, Auto-Resettlement Speed, and a small amount of unity.

Every 6 months, the stargates in each empire are counted up. The number of stargates is then divided by your number of planets, to determine the strength of a resettlement cost reduction you get, in increments of 10%, maxing out at -90% reduction.

Based on your policy, you can be more or less open with other empires. Diplomatic deals now give connections if your policy, and theirs, are open enough to allow the connection. Connections have been split into Military, Economic, and Research, so you don't have to give Military bonuses to those guys you want economic bonuses from open borders with.

Every empire you have valid connections with has their stargate count added to yours after this. Then, each planet that has a stargate gets a number of Stargate Network deposits depending on the cap settings that apply to it, which give various bonuses, including trade value, special Soldier jobs, Unity income, and research bonuses.

Empires gain 3 opinion per available connection they get from another empire, to help with keeping the deals.

Compatible with Gestalts, but they probably get less out of it than normal empires.

[discord.gg]

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85 Comments
Cagliostro 8 Jun @ 2:34am 
woohoo thanks for updating!
Crazy Old Texan 7 Jun @ 11:55pm 
A James Fire Product...yeah, I can trust it. Subbed
James Fire  [author] 7 Jun @ 9:22pm 
It is now updated
Silverfishv9 28 May @ 10:06pm 
Good to know! Thank you for responding
James Fire  [author] 28 May @ 5:21pm 
Yes, but no ETA
Silverfishv9 28 May @ 9:37am 
Are there current plans to update to 4.0?
MobiusRaptor 17 Aug, 2024 @ 4:39pm 
Everything is good to go -- the Stargate Arsenal mod issued a fix!
MobiusRaptor 14 Aug, 2024 @ 11:27pm 
Found a workaround by using the research_technology command to unlock only the initial stargate tech from the Stargate Weapons: Arsenal mod. After that, everything works fine, though I think there's still an incompatibility somewhere that keeps that mod's tech from working normally. Everything is good to go, and I let the other mod know what I found, too.
MobiusRaptor 13 Aug, 2024 @ 1:01am 
I let them know, and here's their reply: "I know this problem which can occur in certain rare cases unfortunately I do not have enough knowledge and time to resolve this, the only solution would be to remove the event but I think it remains useful, sry for that."

I'm playing a game with both mods active, but haven't yet researched the tech that triggers the event that leads to the bug. I'm hoping that the bug only happens when I use the research_all_technologies console command, and that playing the game naturally doesn't activate it.
James Fire  [author] 12 Aug, 2024 @ 10:48pm 
Best guess would be we use the same *something*

But why are you not mentioning this to them as well?