Stellaris

Stellaris

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Conceptoid: Species
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File Size
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Updated
8.842 MB
9 Dec, 2023 @ 3:27am
26 Jul @ 9:25am
20 Change Notes ( view )

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Conceptoid: Species

Description
Introducing: Conceptoids!

These are species made of ideas, literally sentient egregors.
Consuming zro dust as food and depend on organic minds, they always need organic species in their worlds to haunt.

This is a base mod for (at least) two add-ons. One of them is already in the pre-alpha build

New speces class with 7 portraits referring dadaism, futurism, magic elementals and other abstract things.

Trait group for conceptoids

Two name lists: "Math" and "Narrative"

Gameplay changes
* Districts do not produce housing, you need "vessel" organics jobs - places for it are produced by city districts.
* Zro is consumed as food, you need "martyr" organic jobs - organics automatically take this job.
* You can free or posess organics via species rights. Freed orgaincs can have normal jobs.

Supported languages:
- English
- Русский
- 简体中文 (translation by MyresMkG)

Planned features
* Unique events that define your relationship with organic marionettes
* The "Tulpas forcers" origin for organic empires
* New leader traits (maybe)
* Unique species traits
* 3 more portraits
* Animation for portraits
* Conceptoid graphic culture (the look of the city and ships)

CREDITS:
* MyresMkG - simplified chinese localisation
* Sunconure11 - Ideas

I seek help.
If you can at least one of this:
- programm on ClauseWitz (this game's engine)
- design game mechanics
- make 2D or 3D art or/and animations
- write stories and fine texsts
- transate on languages other than supported languages
- promote mods
and want to work on conceptoids project, message me on Discord (@nerton_ailey)

also if you have any ideas about mod improvement or have bugs, leave a comment below.
78 Comments
Spoopy (she/they) 26 Jun @ 11:08pm 
Just saying, hyped for the update, take ur time tho!!!
RainbowCastella 15 May @ 1:45am 
i like this mod:steamthumbsup:
Antagonal  [author] 10 May @ 1:06pm 
Paradox made a total overhaul of population mechanics. It needs a lot of work to rebuild a mod but it will be done
Antagonal  [author] 17 Feb @ 7:49am 
After some testing it seems like placing Conceptoid Species before Gigastrictures in the mod list works fine.
If it is not so for other mod, please dm me on Discord
ScarlettDarling 17 Jan @ 10:50pm 
Any mega structure such as the neutronium gigaforge, ydrasill complex, ship mega assembly yard storm observatory, etc , or even base game ones like the stellar assembly and research complex. All disabled by "existing megastructure already exists" even with unlimited build capacity and no current ongoing megastructure build. it only happens with this mod afaik. hyper relays and orbital rings appear unaffected
Antagonal  [author] 7 Jan @ 2:23pm 
The problem could be in non-standard species type so it needs specific solvation for each case
Antagonal  [author] 7 Jan @ 2:12pm 
could you name one example of gigastructure the issue is in
ScarlettDarling 6 Jan @ 9:14pm 
same issue as birdwife and is also shown in ticket 2347 in giga's discord. Very cool mod but unusable until fixed sadly!
eu-nari 6 Jan @ 9:09pm 
mod completely disables some megastructure building, might need to fix that
Baba is OMNIPOTENT 3 Dec, 2024 @ 1:12pm 
Unfortunately this mod does not work with the eldritch origin because it disables the eldritch trait.