Stellaris

Stellaris

City ships
49 Comments
Kodai 12 May @ 10:54am 
Update Plz?
[INVALID STRING] 5 Jan @ 7:56pm 
Does this still work in the current version of the game?
Killzone 21 Sep, 2024 @ 10:34am 
I gotcha :steamthumbsup: Cheers. Love the mod. The gui is super cool. Very well done. Is there any chance at getting a machine intelligence version? Removing food/goods districts for research maybe?
The Wandering Modder  [author] 21 Sep, 2024 @ 1:41am 
Honestly the AI can afford to waste resources. And if you integrate them you get a free city ship with your upgrade level which is nice so I'm not too concerned about it.
Killzone 20 Sep, 2024 @ 8:36pm 
The ai doesn't upgrade them at all?? Because they will build them. So you might want to put an ai check on the construction if they can't use them.
The Wandering Modder  [author] 20 Sep, 2024 @ 2:00pm 
All empires have their own city ship upgrade level. If you give away a city ship to an ai, they get 0 production cause they don't upgrade the ships.
Killzone 20 Sep, 2024 @ 1:46pm 
What happens if I trade a city ship to another empire? Do they get the production? Does it reset? Does it just break? Curious if you could give these out to ai empires to prop up their economy.
The Wandering Modder  [author] 30 Jul, 2024 @ 2:50pm 
You don't settle ships. use the edict. It just makes resources.
Parciwel 30 Jul, 2024 @ 5:29am 
@Breadmond
From my experience, no. At least not the origin.
Breadmond 29 Jul, 2024 @ 5:17pm 
does this work properly in 3.12.whatever?
Parciwel 10 Jun, 2024 @ 6:26am 
The ship you start with if you take the origin doesn't work. You can't settle it (no option).
But it works as a ship alright.
XavierMace 19 May, 2024 @ 7:45pm 
FYI, could be a conflict with another mod but playing 3.12 with this mod enabled prevented me from colonizing any planets due to "existing dyson sphere" even though there wasn't an existing dyson sphere.
William07142 6 May, 2024 @ 3:42am 
@Skylearion There is a mobile shipyard mod
Skylearion 19 Apr, 2024 @ 2:35pm 
Probably should have typed this in you nomadic lifestyle mod's comments section
Skylearion 19 Apr, 2024 @ 2:33pm 
I get the idea, the reason why I said that was because of 2 reasons first, I am being a cheapskate and haven't bought any of the dlc's so I don't have access to the juggernaut and second, I feel like for a nomadic empire there should be an option for a mobile shipyard maybe you could get a ship maybe a ship that can only have 1 shipyard on it but you can only have like 1 per empire or something half way to juggernaut tech like if you get destroyer/cruiser tech you will have another tech that unlocks a mobile shipyard ship to allow for on the move ship construction. If you feel you don't wanna add something like this then I won't mention it again but I felt like it would be nice to build ship on the move.
The Wandering Modder  [author] 18 Apr, 2024 @ 5:53pm 
Obviously yes
Von Desslock I. 18 Apr, 2024 @ 5:42pm 
Can this "ship" move?!
The Wandering Modder  [author] 17 Apr, 2024 @ 5:01pm 
I didn't add shipyards because I thought it might devalue the juggernaut. This ship is not supposed to be a master of everything. It is just there to be a resource producer without clogging up the fleet menu.(And it was supposed to use crew, but I decided against it since most people use just this mod and not the other.)
Skylearion 17 Apr, 2024 @ 4:06pm 
by the way the meme for this mod's pictures is very funny
Skylearion 17 Apr, 2024 @ 4:05pm 
hey it would be really cool if you could add some shipyards to the city ship itself. if you don't think it is possible then just look at how the mobile shipyard mod works.
Skylearion 12 Apr, 2024 @ 6:29pm 
I find it ironic that you can't used the crew making module on the city ship
The Wandering Modder  [author] 23 Mar, 2024 @ 4:39am 
Forgot to remove limitation on building the megastructure. Should work now.
Deadlykitten 23 Mar, 2024 @ 4:31am 
this may just be a problem on my end but i can't build it as a hivemind is this normal?
Mutton 22 Mar, 2024 @ 4:09pm 
Suggestion:
two outcomes if it gets defeated in combat
-one which is more common, it gets disabled and then inserts at its last location in the system it was beat at as a new ruined city planet.
-the other, it makes a big ass explosion and becomes a cracked world inserted at that location in aforementioned system.

I feel it would make the scope of the impact of a war more clear and also give a boon to whoever controls the system at the end of the war.
SUp 21 Mar, 2024 @ 7:57am 
these looks amazing
Hzperion 21 Mar, 2024 @ 6:14am 
Finally i can build the High Charity from halo
Arlon 20 Mar, 2024 @ 5:36pm 
these remind me of the Craftworlds from 40k. i was hoping this would happen eventually.
The Wandering Modder  [author] 20 Mar, 2024 @ 7:31am 
The mod works completely independent from any modifier or edit that may come from civics, origins, etc. Ship upkeep modifiers might affect it though.
ScorpioneOrzion 20 Mar, 2024 @ 5:38am 
Just wondering does this respect civics that change how you produce stuff?
QuackBasilisk65 19 Mar, 2024 @ 1:54pm 
Thank you
KnightJedi_STPC 19 Mar, 2024 @ 1:43pm 
ship the gran charity halo
Imitater 19 Mar, 2024 @ 5:55am 
Thank you for your feedback
The Wandering Modder  [author] 19 Mar, 2024 @ 1:34am 
One only is a hard cap because of the code used for the UI. It checks for country flags so mods that affect other megastructures won't have any effect on it.
甲基磷酸钙 19 Mar, 2024 @ 12:38am 
Wondering if this build-one-only is a hard cap or it's just that usually(i.e. you aren't playing with a bunch of OP mods) you just can't get more resources to build a second one? And hope it's not gonna mess up with some mods that have players decide how many megastructures they can have.
The Wandering Modder  [author] 18 Mar, 2024 @ 1:05pm 
Also nomadic mods are impossible to create as an illusion. Invisible planets, yes. But the name and stuff will still remain and it will still be a target of orbital bombardment, etc. So basically a bad illusion in general.
The Wandering Modder  [author] 18 Mar, 2024 @ 1:02pm 
changed size to 16 to fit game start standards.
QuackBasilisk65 18 Mar, 2024 @ 9:43am 
This is less about this mod, but more about nomadic mods in general. I don't know how stellaris is exactly programmed, but I wonder if it's possible to create an illusion of a moving planet. Using something similar to the orbital ring, where you can click the button on the top right of the window to switch between the planet view and the orbital ring view. You would have two different entities, the ship part and the actual planet, with the physical planet hidden, or removed from the playable map.
Imitater 18 Mar, 2024 @ 7:03am 
The command cap is insufficient, resulting in constant fleet names and the creation of new teams. Please cut “35” city ships in the origins
The Wandering Modder  [author] 17 Mar, 2024 @ 6:30pm 
I have decided to be generous and have removed all limitation on the origin.
Vault76Survivor 17 Mar, 2024 @ 6:11pm 
So it works for regular empires. As a rogue servitor, the error message prevents me from continuing.
The Wandering Modder  [author] 17 Mar, 2024 @ 6:07pm 
Vanilla display error. The actual code is either not gestalt or is a rogue servitor. The origin can be selected despite the wrong tooltip.
Vault76Survivor 17 Mar, 2024 @ 5:42pm 
With no other origin mods installed, the Blue Moon origin requires I have:
1: the Rogue Servitor civic
2: not a gestalt consciousness

This makes no sense. Please fix that.
The Wandering Modder  [author] 17 Mar, 2024 @ 5:03pm 
I have never heard of that story so unfortunately no.
ajacksonian 17 Mar, 2024 @ 4:24pm 
Is this related to James Blish's Cities in Flight where entire cities on Earth take off?
OnO 15 Mar, 2024 @ 6:32pm 
Does this work with more gigastrctures and nsc and stuff? :>
The Wandering Modder  [author] 15 Mar, 2024 @ 3:42pm 
there already is one :(
mahoney76 15 Mar, 2024 @ 3:02pm 
is it possible to add a origin that starts youoff with one?
Tr33 15 Mar, 2024 @ 1:36pm 
Wow the upgrade UI is incredible. I wish I could create something this nice:2018salienbeast1: