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One of the most fun playthrus of Stellaris I have had was a cyberpunk dystopia a couple patches back, I started it as a meme but was actually impressed how powerful it was exploiting the lower classes and I found your unique buildings for that origin so flavourful like the academic centers, I hope you end up bringing those back into the newer editions because while small, it really did make it feel unique.
If you don't wanna - that's understandable. But it would be pretty cool.
Because they're twice as powerful, but three times as expensive, and they need to be restricted from ships that don't pay for their components. Menacing ships are a good example. Otherwise it's just a huge power leap from taking an ascension perk with no drawbacks.
This works fine unless you're using another mod that adds ships, like NSC, in which case their ships weren't given "permission" to use those components. However, there's a new system for permitting ship components, and while I don't think I can restrict on the basis of how they pay for themselves, I could instead just exclude specific vanilla ships in a future patch, instead of writing an inclusive list. The risk is that, if you're using mods that add "free" ships, the perk will be totally overpowered.
It's a QoL change for when you have a bunch of jobs all fundamentally doing something similar, but without altering any vanilla files it won't help me adjust the attributes of scientists, for example. Each job has code within now asking things like "are you a science director?" and if yes, they produce science director resources. I'd have to go in manually add the "are you a DDM researcher" question to researchers.
I had a look at some of the new structure during the beta, but could barley parse what was going on because it was so broken. Even now it looks like they're hot-fixing a bunch of job outputs and bugs so I just really don't know for sure what I'm going to do with it. It'll require figuring out new plans and different methods to get there. Also the old mod files cause a CTD on 4.0, so it's going to be some work.
https://forum.paradoxplaza.com/forum/threads/augmentation-bazaars-merchants.1741844/post-30337249
https://forum.paradoxplaza.com/forum/threads/augmentation-bazaars-merchants.1741844/post-30337629
Take a look at one of the Devs talking about how job-swap civics have changed.
I know this mod has buildings & effects which also touch Elite jobs, so this seems like it might be relevant for you.
They are supposed to, and especially if a system is adjacent to a neighbor. The real hurdle for them is getting the tech, the military building, and the resources all at once.
Does the AI build them?
Variable's added.
Can you please add a scripted variable for compatibility? @slgt_mod = 1
Thanks!
The new components in this mod will appear for all shipsets, so be warned about that.
Yep! 3.13 didn't seem to alter anything that affected this mod, so the update is just to match the version numbers.
It would be a nice feature, but job shifts from colony designations are handled within the districts, which would mean I'd need to alter the vanilla district files to get it to do that.
One of each under most designations, but then perhaps 3 special designations which shift all jobs to one of the specialized versions.
Wouldn't make Void Dwellers too broken but it might spice up Habitats in contrast to what Ecus can do.
Thanks for the reply! Great mod!
They can! Though as usual, the AI will be pretty clumsy about it and will build the structures in a very haphazard way. To help with this, they get some bonus modifiers when they hit certain tech landmarks, so that their economic power increases at those points and they keep up a little better, even though they aren't using the infrastructure correctly.
They do generally use the correct ship components with consistency, at least.
But for a regular empire, there are three (one for each type), and those are the three I'm talking about getting a special prize for using.
Last I checked, other empire types can't fill all 3 civic slots with specialist researcher buffs, so they would not qualify for the three-civics bonus cookies unless that changed.
Perhaps some kind of unique building (which only functions while I have all three civics of course), or some special Edicts, or all Researchers including the new specialists get +1 Unity production, or ... I dunno, some kind of easter egg for playing along.
I remember liking Opulent when I took it, but hating it when I accidentally researched the techs without taking it.
They're still zero maintenance in Federation fleets, per usual, and it still functions the same as it did (though now with strike craft added). It's just that taking the ascension perk unlocks only a single "Opulent" tech, rather than dozens of techs. The way it worked before, the game would usually freeze up for just a little bit because it would unlock all those military techs at once, and then would check if your fleets were optimized after each tech unlock.
Yep. It won't cause any hard conflicts, at least. Vanilla files aren't altered.
I don't like how the extra 3 buildings extend the build menu, and I don't like how they're not all adjacent to each other. From a UX perspective, it might be nice to have all three starter buildings as upgrades to the basic Research Lab -- so you'd pay to turn a 2 job building into a different 2 job building, before improving it into a 4 job building. That would also slightly slow down the pace of specialized tech. Dunno if the AI can handle it though.
- Think Tank (limited-quantity Habitat decision) which gives unlimited Research districts (x3 types, with 3 jobs each) -- you get one initially, a repeatable gives you more Decisions, can be triggered on any Habitat up to limit
- Induction Instrument (Habitat in a very strong magnetic field, like a magnetar) which gives unlimited Physicist and Technician districts, you get one initially etc.
- Socioeconomic Station (Habitat in a system with Trade Hub modules) which gives unlimited Sociologist districts, plus you get +1 Merchant per Trade Hub module on the starbase; you get one initially etc.
- Engineering Furnace (Habitat on a star) which gives Foundry districts for 3 Metallurgist jobs ignoring designation and Engineering districts, you get one initially etc.
Basically one type custom-built for each of the new civics, and one generalist specialist so you can compensate a bit (or focus harder).
You definitely have me thinking about it. I worry it could be too strong just because normally science districts are harder to access and they are pretty powerful. It would be really handy, though, especially now that ring worlds come in so much later.
Would that be useless, or too strong?