Stellaris

Stellaris

Modify the Galaxy
Modify your Stellaris experience by checking out the many mods created and shared by the community, including tweaks to almost any aspect of the game.
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pgames-food 24 Aug, 2021 @ 7:03pm
Lunar Tidal Harnessing & Awareness mod (idea) makes Energy and (Lunacy) Crime from moons :)
hi, this mod provides a way to utilise moons in some way, even if not having moon colony research unlocked, or habitat mods, while still having some strategic risk in terms of crime and stability on colonies.)


Mod Feature 1:
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Adds a colony Decision, called "Lunar Tidal Harnessing":
Text = "Moons can create tidal energy, but a full moon sometimes makes people do wild things."

Colony Effect = For each of its Moons, your colony gets +1% energy (from jobs), and +1 crime (due to Lunatics) :o)
(Costs 10 Alloys to set up, and takes 30 days to build)


Mod Feature 2: (optional)
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+ if possible in a mod, it can be later upgraded via another colony Decision, (which is locked behind some Tech research), which replaces a colony's "Lunar Tidal Harnessing" effect, with a different colony effect, called "Promote Lunar Tidal Harnessing & Awareness Campaign"

Text = "By increasing the awareness of Lunar Tides, and by promoting the commercial exploits they bring, we can generate more energy in our systems, especially during full moons.
.... the promotion, however, brings with it an increase in acts of Lunacy, but the benefits are likely to outweigh the detriments in most cases."

Colony Effect = similar to mod feature 1, but it works for a whole system, so Each colony in the system, gets +1% energy and +1 crime, for Every moon within the whole system.
for example, if a system has 2 colonies, but there are a total of 5 moons somewhere in that system, both colonies would generate +5% energy, but also 5 crime.
(Costs 1 Influence, and 20 Alloys to set up, and takes 30 days to build)


Thanks for reading...
im only just about learning to tweak very basic bits of code from existing mods, and i dont know how to turn this into a mod.... if a modder feels like making this, i will be happy, and if a modder has a way for it to also support 2.x i will be even happier :)

(a pgf-mod idea)
i have another one ill post separately soon too :)
Last edited by pgames-food; 24 Aug, 2021 @ 7:04pm
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Showing 1-6 of 6 comments
pgames-food 24 Aug, 2021 @ 7:12pm 
(a pgf-mod idea)
i also just posted a separate (much larger in scope) mod idea about utilising spare Construction ships to assist with construction speeds here:

https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/3043858137945249597/?appid=281990

(pgf is just a keyword for searching later, i also made the rimworld mod called "Rimside Recycling" so if you are able to help me with this or the lunar mod idea, i can happily add some stuff to my mod for you or something in rimworld as thanks :)
jamcarmody 3 Sep, 2021 @ 4:41pm 
This turn of events is hilarious; but I do wish you the best! I needed a good laugh with my neighbors, so: a hearty thank you for that, though you know me not.
pgames-food 3 Sep, 2021 @ 8:52pm 
thankyou :)
jamcarmody 12 Sep, 2021 @ 9:28am 
You're welcome.
pgames-food 28 Jul, 2023 @ 7:08pm 
(just adding keyword for future search)
pgfidea
jamcarmody 10 Sep, 2024 @ 9:06am 
In theory it could work; you'd really need solid economics to be able to win all manner of wars single-handedly, but it can be done.
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