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This marks the end of vertical growth for HCD, which will not be adding any further archetypes. New variants for different empire types, as well as bug fixes and version updates will continue, however. If you're still hungry for more, you may want to give HCDX a look.
Hybrid Colony Designations Extended
It's like HCD's spunky little sibling - filled with curiosity, exuberance, and questionable life-choices. Check it out, if that sounds like your thing.
Ya know what? Maybe. I was looking at "Planetary Archive" as being something that would work just fine in a Capital setting. TBH, though, I think creative capital designations is outside of scope for HCD, which I want to be the "safe" option. Just vanilla designations fused together and averaged out. And only ones most players would find useful. The mod I'm releasing later this week (HCDX), however, is for people who are interested in things PDX might deem inadvisable. This could be one of those things.
I'd expect other options to be similar. Like a scientific capital (+10-15% research output), a bureaucratic capital (+10-15% unity output), maybe even a stronghold capital (+10-15% soldier output). That sort of thing.
I'm evolving on this one. I originally had the "is_capitol = no" filter in for all my designations, mainly because the vanilla designations I was cribbing from had that. Later, I started removing the filter because I figured players should be able to choose. Now that I've gotten a better understanding of how the engine works and how the capital is treated differently, I'll be adding it back. I don't think turning your capital into a vertical manufacturing hub will break anything, but it's clear that Paradox doesn't want that and it's probably safer if I comply.
Head's up: I’ll be releasing just one more new archetype for HCD. I want to keep HCD somewhat focused with archetypes that appeal to the widest player base. Adding more than 15 new archetypes, many of them rather niche, is just going to annoy most folks. But, for the players who always want more, I will soon be releasing a companion mod dedicated to edge cases, role-playing, and creative min-maxing. It will be gloriously weird and will undoubtedly appeal to tens of people, but the opportunities for creativity are virtually endless.
Looking forward to it!
I do take suggestions. But, in this case, I'm already working on a refinery world, and you will see it soon.
Let me take this opportunity to drop the first hint that I'll be calving off a companion mod from HCD to house all the edge cases and creative experiments. HCD will remain close to it's current size and stay focused on hybrids of vanilla designations, but there are waaaaay more possibilities out there. Not everyone is going to be interested in edge cases, though (like designations based on planetary features or civics). But if that's your thing, you'll see more soon.
I've never played that style but it looks doable. I could probably even do a single designation that works for Standard empires, Hive-Minds and even Wilderness. I'll definitely add it to the (increasingly lengthy) list.
There's always the odd planet or different playthrough that calls for something very specific. Fun fact: There are 45 possible hybrid spins on the core 10 designations. That does not take into account unique variants for Hive Minds, Machine Empires, and Wilderness origins. Will I ever get there? Does anyone really want that many options. I dunno but I'll keep checking the comments for feedback.
That is more likely an issue with Steam than it is with any of the mods themselves. Steam's mod manifest has a bad habit of getting randomly broken with depressing frequency. Here's something to try:
1, Open your mods folder (\Documents\Paradox Interactive\Stellaris\mod) and delete all of your downloaded mods. Don't worry - Steam will restore them. Rename the folder if you want to be careful.
2. Find your mods manifest (\Documents\Paradox Interactive\Stellaris\launcher-v2.sqlite) and delete it. Steam will rebuild it.
3. Open your launcher and watch the timer spin while it restores everything.
4. See if that worked.
No guarantees, but that's worked for me in the past. If you're having problems with specific mods, un\re\subscribing along with the other moves may help, too.
Good luck!
-Designations have been split into separate files for easier maintenance. Players upgrading from v1.x should perform a clean re-installation.
-Added 3 New Designations: Global Grange, Powerstead Assembly, & Stonehall Union
-Tweaked some icons to make their purpose more clear
-Added experimental automated build queue plans for Rural & Grange designations. Unsupported. Most players should not use automated build queues with Hybrid Colony Designations.
@napamathguy > Planetary Archive, why are there two Bureaucrat Output +5%?
I assume you are referring to the example screen caps. In that case, one is Output, and one is Upkeep. If you're seeing it in game, it may be related to other modifiers, like the Adaptability tradition. The mod does not, by itself, double that bonus.
Possible? Yes. All Designations have a code block to defines who can and cannot use them. Here's an example for Fringe:
space_owner = {
is_ai = no
is_gestalt = yes
country_uses_food = yes
}
NOR = {
uses_district_set = city_world
uses_district_set = ring_world
uses_district_set = habitat
uses_district_set = machine_world
uses_district_set = cosmogenesis_world
uses_district_set = shattered_ring_world
}
The more restrictive you make it, however, the fewer people care to use it. And each one of these Designations come with their own fair allotment of baggage.
I know I enjoy having sprawling empires where my sector governors manage the planets themselves personally, so I'd support an update to add automation. In the mean time, I'll make a personal/private mod that adds auto-management for the designations.
No, they do not. These are just bonuses, not automated anything. As a person who never uses that feature, I would never have known had you not mentioned it. I'd be curious to hear if that's a feature most people are expecting and are missing. At a very minimum, I should probably add a note to the description that this feature is not implemented.
Another reason to be happy I didn't allow the AI to use these.
Beyond that, I love the mod and its ideas!
No, this is for 4.0.x, only. Heck, the biggest reason people are subbing this (Rural) is still available in 3.14.
* Added Brazilian Portuguese localisation
* Changed how localisation is invoked
* Addressed many, many error.log alerts
* Added CHANGE.log and mod.info meta-files
I'm seeing a lot of that. If I'd know that, I'd've slept a lot more this weekend. :-)
Everything else: added bonus
Should be. That's how I made it. Just popped it into the middle of what I was playing. As always with mods, save early, save often.
- I've renamed 4 designations to provide a little more diversity and immersion (and shorter labels. Changes were to flavor text only. No existing keys were altered.
- Fixed grammar issues in localisation files
- Tightened up AI weighting
- Added 3 New Designations: Mantleworks Institute, Splicegrove Combine & Energenesis Array
- Corrected a rule that blocked designation selection while colonizing
- Nerfed Planetary Archive research speed, to bring it in line with Tech World
This will be the last major change for a while. I want to see how stable and balanced the current build is before I go making it any harder to fix. As always, your questions, comments and concerns are welcome.
I am! I'm compiling a list of possible additions, and I'll add these to it. That said, don't be surprised if I slow-roll these out. I've got another big update planned for today and, after that, I plan of letting things settle down to let any bugs or balance issues rise up before I make this any more complicated.
Munitions world : A forge/Fortress hybrid. This world is dedicated to the production of weapons and the training of troops to use them. Preferably this world would lean more towards troop production over defense.
Oppidum world: Urban/Fortress hybrid. Every city on this world has had its architecture rearranged to be an urban warfare nightmare for potential invaders meanwhile bustling markets still do their business in the shadows of orbital guns. Oppidum is a Celtic word for fortified settlement.
On second look, no you weren't. The vanilla designations user "space_owner", probably to support just that behavior when colonizing. I'll get that flipped back in the next release.
Yes, and after your comment, I looked into it and saw the inconsistencies. A new more consistent version will be posted tonight. But I did confirm that, for the purposes of this mod, it shouldn't really matter.