Stellaris

Stellaris

Sensible Late Game Techs
293 Comments
Saxon Delapore 20 Jul @ 11:25am 
Hey Flamgino, I just wanted to say that I really love your mod. It is something that oft ends up a staple of my modlists for Stellaris.

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.
Fedor_Rail 13 Jul @ 11:24am 
Is there a patch for Real Space - Ships in Scaling? Could you make it?
If you don't wanna - that's understandable. But it would be pretty cool.
thatsifiguy 17 Jun @ 11:06am 
4.9 stars (the last 0.1 is missing because its a mod and the inherent complications of it being a mod for stellaris and not part of the base game)
thatsifiguy 17 Jun @ 11:05am 
the tech descriptions (particularly the later ones when your scientists are essentially- as the descriptions themselves put it- "tap-dancing on the knife edge of insanity") are really funny, and the artwork for the techs is good too.
doctornull 8 Jun @ 5:20am 
At one point I believe I criticized the missile artillery role this mod added to Corvettes, but now it's available to vanilla 4.0 Corvettes, so clearly I was in the wrong -- you're prescient in terms of understanding PDX dev intent.
Flamgino  [author] 2 Jun @ 5:45am 
@BroncoXeno2035
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.
BroncoXeno2035 1 Jun @ 10:52pm 
Why are the Opulent Components ship size based instead of just being, 'You go into these slot types automatically?'
doctornull 26 May @ 1:55pm 
Wow, unexpected long weekend gift. Thanks for updating!
naj30004 23 May @ 8:39am 
@Flamgino when will this mod be updated to 4.0?
doctornull 9 May @ 7:04pm 
My impression is that they are indeed hot-foxing a bunch of bugs, and they're far from finished.
Flamgino  [author] 9 May @ 6:14pm 
@doctornull
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.
doctornull 8 May @ 2:39pm 
Stellaris 4.0 Elite Job Swap
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.
Aster 27 Apr @ 9:35pm 
Hey there! I really like this mod, so I made a compatibility patch for it and NSC3! Thanks for all the good times! :3
Flamgino  [author] 25 Feb @ 6:37am 
@doctornull

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.
doctornull 24 Feb @ 6:36pm 
I like the mega-citadel change.

Does the AI build them?
Roland 17 Feb @ 9:06pm 
Good Mod thanks!
Flamgino  [author] 8 Jan @ 6:25pm 
@Inny
Variable's added.
Inny 7 Jan @ 7:46pm 
Happy new year!
Can you please add a scripted variable for compatibility? @slgt_mod = 1
Thanks!
doctornull 7 Jan @ 7:08pm 
Logistics tradition might also decrease planetary ascension costs, or boost planetary ascension effects -- if you wanted to replace one of the current buffs with something else thematic.
doctornull 28 Oct, 2024 @ 2:09pm 
The Juggernaut's 2nd upgraded penetration X-weapon seems to have almost the same damage as the penetration M-weapon.
Flying_Squid_999 28 Oct, 2024 @ 2:33am 
I wonder how designable starbases affect performance? Another mod's implementation was very heavy due to constant overwrites of starbases.
doctornull 25 Oct, 2024 @ 8:57pm 
@Drex - I used both and they worked fine together.

The new components in this mod will appear for all shipsets, so be warned about that.
Drex 25 Oct, 2024 @ 8:56pm 
is fine with RIG Unique Shipset 4.0 please? (sorry for my bad english)
cyberjumper 28 Sep, 2024 @ 4:42pm 
Is there a place to see a more detailed breakdown of all the next features and maybe a tech tree?
Speedyquader 22 Sep, 2024 @ 1:41pm 
Seems like I'm like a year late to the party, but I will say that I miss the old super planet types SLGT added, mostly because they kept up with ACoT economy spectacularly well, which meant districts weren't totally invalidated just because I researched the Delta reactor from ACoT. Would it be feasible to add something in to make districts not totally irrelevant that doesn't eat building slots? If not, that's fine, just figured I'd ask.
doctornull 20 Sep, 2024 @ 1:07pm 
Yay, thanks for checking
Flamgino  [author] 20 Sep, 2024 @ 1:06pm 
@doctornull
Yep! 3.13 didn't seem to alter anything that affected this mod, so the update is just to match the version numbers.
doctornull 18 Sep, 2024 @ 6:36am 
So far, no big problems with 3.13
doctornull 15 Sep, 2024 @ 6:06pm 
Anyone try this with 3.13 yet?
doctornull 21 Aug, 2024 @ 8:08pm 
Hmm, I'm fooling around with a personal mod for habitat districts, maybe it'll end up being a tie-in to your new specialists.
Flamgino  [author] 21 Aug, 2024 @ 5:35pm 
@doctornull
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.
doctornull 21 Aug, 2024 @ 1:43pm 
What if Habitat research districts got 3 different specialized researcher jobs by default?

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.
Cosmo The Empyrean 4 Aug, 2024 @ 10:09am 
do you think you would add say..up to level 15 techs? would be nice to have that mod as alt to acot
VVenchov 14 Jul, 2024 @ 10:42pm 
@Flamgino
Thanks for the reply! Great mod!
:steamthumbsup::steamhappy:
Flamgino  [author] 14 Jul, 2024 @ 2:28pm 
@Blue Emerald
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.
VVenchov 14 Jul, 2024 @ 1:33pm 
Can AI empires use everything from this mod?
Exasperation 4 Jul, 2024 @ 11:01pm 
If they're militarist, there are 6 available to them (2 for each research type).
doctornull 4 Jul, 2024 @ 8:47pm 
That's technically correct.

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.
Exasperation 4 Jul, 2024 @ 8:13pm 
There are more than 3 of those civics, though. Which ones you can use depend on your ethics/authority.
doctornull 1 Jul, 2024 @ 6:54pm 
If I have all three of the specialist researcher civics, something extra-special should happen.

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.
Sergeant Arch Dornan 26 Jun, 2024 @ 11:43am 
how do the carriers the size of a planet work
doctornull 26 Jun, 2024 @ 11:29am 
Cool, thanks.

I remember liking Opulent when I took it, but hating it when I accidentally researched the techs without taking it.
Flamgino  [author] 26 Jun, 2024 @ 11:27am 
@doctornull
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.
doctornull 26 Jun, 2024 @ 11:02am 
Nice to hear about the Opulent changes. How do those apply to Federation ships now?
Flamgino  [author] 23 Jun, 2024 @ 8:17am 
@Sergeant Arch Dornan
Yep. It won't cause any hard conflicts, at least. Vanilla files aren't altered.
Sergeant Arch Dornan 22 Jun, 2024 @ 3:52pm 
does this work with NSC?
doctornull 22 Jun, 2024 @ 7:59am 
BTW, in my experience the Sociologist one is amazingly strong, because for my playstyle incidental Unity is so much better than Bureaucrats -- and unlike Energy, I need lots of Unity from jobs well into the late game.

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.
doctornull 22 Jun, 2024 @ 7:59am 
Hmm, a compromise might be...

- 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).
Flamgino  [author] 21 Jun, 2024 @ 5:38pm 
@doctornull
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.
doctornull 15 Jun, 2024 @ 8:38am 
How would your new civics function with a colony like an Academopolis (with districts of 6x job for Engineer, Physicist, and Sociologist)?

Would that be useless, or too strong?