Stellaris

Stellaris

Endgame Unity
137 Comments
jonjowett  [author] 23 Sep, 2022 @ 6:43am 
@LightningSye As per the note at the top of the mod, you're very welcome to do so. Good luck!
LightningSye 22 Sep, 2022 @ 8:51pm 
Hey man just wanted to let you know I'm going to use your code and see if I can get it working on 3.5.
jonjowett  [author] 6 Mar, 2022 @ 6:10am 
@{OG} MasterPiece : Sorry, but it's not possible. It takes a couple of hours per mod to update for new versions when there hasn't been a major change in game design... and it sounds like there has in fact been a major change. Add to that the fact that the last time I launched Stellaris was 2 years ago and... yeah, no, sorry. But you're very welcome to take the code and make your own version that's compatible with the latest release.
{OG} MasterPiece 3 Mar, 2022 @ 5:38am 
Is it possible for you to update since 3.3 reworked all unity?
Sir Mayday 6 Oct, 2021 @ 3:53am 
I take that back; that tech didn't unlike regular unity ambitions, either, so it's probably from another mod and not the 'actual' Ascension Theory tech.
Sir Mayday 5 Oct, 2021 @ 7:00pm 
I can't quite pin down the source of the problem, but this mod appears to no longer work as of 3.2.
cactuspete13 23 Jun, 2021 @ 8:38am 
Not sure if anyone has mentioned this before, would it be possible to make this mod (specifically the Starship Engineers feature) compatible with mods that add more ship sizes (NSC). Or is there a mod that already address this?
LST Theunknown 21 Dec, 2020 @ 12:57pm 
It's remarkable that this mod is still working in 2.8 Butler even when Paradox Launcher says it were made for 2.2. Funny and impressive work! :steamhappy: XD
Vadir om Sombra 30 Nov, 2020 @ 8:34pm 
Love this. But in the last week the "levels" have become duration 0. It does not seem to work anymore. Can we get an update?
Cephalon Sithalo 9 Aug, 2020 @ 12:43pm 
Some of it does. Terraforming time doesnt appear to work & I cannot be sure if subject trust cap works.
胸这么小你别说话 16 May, 2020 @ 4:38am 
hello,are you still there?the mod need to be updated
jonjowett  [author] 30 Mar, 2020 @ 6:28am 
@Cato I'm currently playing a unity-focused build with the idea of getting to the endgame to see exactly how a unity sin might work. This is admittedly not my highest-priority mod, but I'll try to update it if necessary.
Peter34 29 Mar, 2020 @ 10:11pm 
Cato my guess is that yes, it will work in 2.6, although I stopped using this mod at some point after 2.2 or (more likely) 2.3 came out, because I don’t think needs this as a Unity sink any more.

Thanks for having made this mod, jon!
Royce DuPont 18 Mar, 2020 @ 4:16pm 
Will this work for 2.6? Or is this mod going to be supported in 2.6?
jonjowett  [author] 3 Nov, 2019 @ 3:25am 
@Oberon: Is it actually broken? (If so, how?)

(I haven't played Stellaris for ages, and I don't have the time to exhaustively test all of my mods every time there's a new patch - especially as they usually work fine. But if someone comes to me with an actual bug report, I'll do what I can.)
Fenrir (Away maybe for long) 1 Nov, 2019 @ 3:44pm 
@Jonjowett
Possible update for the last 2.5 version please ?
JazzCat_4TW 6 Jul, 2019 @ 4:47am 
Are we gonna get a 2.3 update anytime in the not so distant future?
jonjowett  [author] 14 May, 2019 @ 10:19am 
@DisturbingLackOfFaith: Thanks for pointing this out. It was indeed a bug and should now be fixed.
DisturbingLackOfFaith 12 May, 2019 @ 12:39pm 
Probably a bug, since the equivalent perk for machine empirer has the right modifier (it's the same one).
DisturbingLackOfFaith 12 May, 2019 @ 12:37pm 
Not sure if this is a bug, or intended (if it's intended it contradicts the mod description, though): Unified roboticists does not add robot build speed, bot robot pop output (modifier is planet_jobs_robotic_produces_mult, instead of planet_pop_assembly_mult).
jonjowett  [author] 21 Mar, 2019 @ 10:46am 
Updated for v2.2.6 (fixing the megastructure build cost mult).
jonjowett  [author] 20 Mar, 2019 @ 8:23am 
@Zparadis: Ignore my previous request. v2.2.6 was just released. I'll take a look for myself.
jonjowett  [author] 20 Mar, 2019 @ 7:24am 
Minor update:

Bugfix: Edicts are no longer visible (and therefore can't be activated) until you have researched ascension theory.

Balance: Unified Diplomats only gives +1 influence/month per level. (+2 made choosing this buff a no-brainer as soon as you possibly could; hopefully, +1 will make it more of a trade-off.)
jonjowett  [author] 20 Mar, 2019 @ 7:15am 
@Zparadis: That's... just... wonderful. Could you do me a favour and upload your setup.log somewhere? I don't want to update to 2.2.6 just yet, as they seem to be continuing to make major changes to it. However, it would be interesting to see which commands/modifiers are present in the current iteration.
James Fire 16 Mar, 2019 @ 7:58pm 
Ah, 2.2.6 changed some of that. You have something to look forward to!
jonjowett  [author] 16 Mar, 2019 @ 3:52pm 
@Zparadis: What version are you using? The cost decrease was working fine on v2.2.4 & v2.2.5, and I've just checked that there is no similar error in my error.log (also v2.2.5, but I can't access any of the edicts in my current game).
James Fire 16 Mar, 2019 @ 1:32pm 
I return to you some errors.

[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 91
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 91
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 95
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 95
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 99
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 99
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 103
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 103
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 107
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 107
jonjowett  [author] 15 Mar, 2019 @ 1:39pm 
Update: Fixed a bug whereby it was possible to get waaaay more decrease in species modification cost than I intended.
misha_archmage 26 Feb, 2019 @ 3:34pm 
@jonjowett No problem. I was glad to help you.
jonjowett  [author] 26 Feb, 2019 @ 1:22pm 
Updated and re-balanced for v2.2.4.

@misha_archmage: Thanks for your suggested changes. I had to alter quite a bit more to get the mod to load error-free, but it was really useful to have a starting point.
胸这么小你别说话 25 Feb, 2019 @ 12:36am 
@misha_archmage: thank you bro,i have been wait for a long time for this mod
jonjowett  [author] 24 Feb, 2019 @ 9:39am 
@misha_archmage: That sounds like it would save me some work... so, yes please!
misha_archmage 24 Feb, 2019 @ 9:20am 
I'm updated mod for myself on local PC and tested some of it options month ago. I could help and contribute by send changed files if you need it. They are in my github folder.
jonjowett  [author] 24 Feb, 2019 @ 7:38am 
Yes, it was abandoned for a while. But I've recently started playing Stellaris again, so I've been slowly updating all of my mods over the past few days. This is both complicated and related to the endgame, so it's near the bottom of the list - but I do hope to get there soon!
胸这么小你别说话 24 Feb, 2019 @ 6:52am 
was this mod abandoned?
misha_archmage 26 Dec, 2018 @ 5:08am 
Paradox separated edicts and ambitions into different files and they changed internal structure for endgame ambitions.
Also they changed some old modifiers.
m11kire 18 Dec, 2018 @ 6:20am 
Tried to use this, the edicts don't show up anymore. I'm guessing that's because Paradox split them from policies and the code for the mod is telling the game to do something it doesn't understand anymore.

other than fixing that i see nothing that needs a big change
yannou38 11 Dec, 2018 @ 8:07am 
influence haven't changed, research speed shouldn't affect things too much imo, combat and leader haven't changed so those that affect it should not change much too.

naval capacity may be troublesome because it probably changed a bit, you'll have to research a bit on this
the growth speed / robot built speed should be cut in half, according to one of my friend that also do a mod (Additionnal traits).

haven't had the chance to try terraforming and megastructuresin my 2.2 game yet, so can't tell about those.
jonjowett  [author] 10 Dec, 2018 @ 8:32am 
@yannou38: Yes, eventually. However, I'm not playing Stellaris much at the moment and this is one of my most game-balance-altering mods, so it's probably going to be one of the hardest to update properly. Last time I checked the DDs, 2.2 seemed like it was going to have some pretty major changes to game mechanics... soo, yeah, this one in particular might take a while.

Of course, if you're feeling lucky, you can always try just loading it up and seeing what happens!
yannou38 7 Dec, 2018 @ 10:44am 
any plans to update to 2.2 ?
jonjowett  [author] 5 Jul, 2018 @ 1:07pm 
(1/2)

@Peter34:

Look, this mod undeniably makes the game easier for unity-stacking builds. (And I happen to think that it also makes the game more fun.)

About half of the options available do things that run counter to the base game - for example, the "geneticists" option negates most of the advantages of biological ascension. If I accepted the argument that "the base game doesn't do this" then I should remove all of these options.
jonjowett  [author] 5 Jul, 2018 @ 1:07pm 
(2/2)

So, my criteria for rebalancing is if there's an option that's an obvious first-pick or gives an amazing advantage in comparison to the other options - maybe for some degenerate strategy that I haven't previously considered.

I don't think that the % boost to nav cap is even close to the best pick. It seems that you do think this - so, please, convince me!

Alternatively, if you want to make your own version of this mod then you're more than welcome - after all, it's just a load of text files. You can get the source code either from my github (link in description) or from the zipped Steam Workshop download.
Peter34 5 Jul, 2018 @ 11:30am 
It's a discussion of principles, not play style. Percentage bonuses to NavCap are meant to be very rare in 2.0/2.1, and permanent bonuses are markedly more valuale than duration-limited ones.
jonjowett  [author] 4 Jul, 2018 @ 4:24pm 
(1/2):

@Peter34:

Base duration for edicts is 10 years; you can get this up to 12-13 without trying too hard. So, the break-even point for GF vs LC is about 25 years of game time: GF is more unity-efficient if you need it for less than 25 continuous years.

(Working: If you have enough unity to instantly buy 2 unity ambitions then you have two choices: (i) buy 2 levels of LC; (ii) buy GF and renew it once after it runs out. Option i is only better if you need the buff for more than 2 standard durations - ie.about 25 years. This calculation ignores the fact that GF also reduces upkeep, so GF is better in the short term than 2 levels of LC.)
jonjowett  [author] 4 Jul, 2018 @ 4:23pm 
(2/2):

The reason I think this is a playstyle discussion is because I tend to get bored with a run (and start a new one) once I can tell that I've obviously won. For me, this is usually shortly after I unlock unity ambitions. But maybe the dynamic is different if you play on higher difficulty settings, or if the crisis strength is higher, or you have mods that significantly alter the late-game, or something?

What I'm trying to understand is: why do you feel it's overpowered? How does it break your games? (For reference, it's at best my 4th pick - after Geneticists/Roboticists, Civil Engineers and Diplomats.)
Peter34 4 Jul, 2018 @ 10:24am 
It's not a playstyle question, it's about a percentage-bonus to Naval Capacity being overpowered, because it's permanent, unlike the Ambitions which have a fixed duration and then must be renewed. If you make the permanent percentage bonus smaller, then it won't be overpowered.
jonjowett  [author] 4 Jul, 2018 @ 9:20am 
@Peter34:

Have you considered the Grand Fleet unity ambition? Grand Fleet is about 2.5x better than any one level of Logistics Corps, but it costs the same amount of unity. (The difference in effectiveness seemed to me like a reasonable trade-off for a permanent vs temporary buff.)

On the other hand, LC stacks whereas GF doesn't... but I actually find it to be one of the least useful buffs. Maybe that's because my unity-stacking builds tend to be xenophobic pacifist? Is there another archetype that can stack unity while simultaneously going very wide? But wait - if you go wide, you can get + naval cap easily from starbase anchorages. I guess what I'm saying is that I can't see what playstyle causes the problems - can you enlighten me?
Peter34 4 Jul, 2018 @ 1:09am 
The Logistics Corps pick is overpowered. It may have worked fine in pre-2.0 when percentage bonuses to Naval Capacity were common, but 2.0 is meant to have - and has - a completley different dynamic.

I think you should nerf it heavily, from +10% per pick to +5% per pick. It'll still be very attractive, because it is AFAIK the only way to get a percentage bonus to NavCap in the entire game.
󠀡󠀡󠀡󠀡Unbanshee 30 May, 2018 @ 10:06am 
It works great now! Thanks! :steamhappy: