Stellaris

Stellaris

Arcane Heritage (2.3.1)
 This topic has been pinned, so it's probably important
FLSoz  [developer] 14 Dec, 2018 @ 8:53pm
ANNOUNCEMENTS (Mostly progress reports here)
New Announcements:
Finally figured out what was plaguing the AI - I didn't notice the ai_budget folder, so they would queue up my buildings, but would never allocate the resources to build them, causing infinite stalls and crashes.

Moved magic trait to an actual habitability thing to:
1) simplify my code
2) get more RP potential
^ Now, it more directly ties in that magical races need magical worlds

Old Announcements:
Leaving balance untouched for now. I've experienced more than one complete curbstomp at the hands of a magical AI, so I assume that it's good enough to play against. I'll revisit it again later.

Nota Bene: that was achieved using a personal mod to increase pop growth (which i think helps solve a lot of the AI's problems by simply giving them more stuff to work with faster)

Currently working on dealing with factions. I've set up two new factions available only to magic users that I've stolen the concepts of shamelessly from tropes:

Current conception of the two:

"Dark" = home of the traditional Dark Lord stereotype, favors extreme centralization of power. Might makes right here. Tends towards Imperial/Dictatorial rule, tolerates oligarchies.

- Likes noble enfranchisement (Aristocratic Elite)
- Is happier the happier the rulers are
- Favors hierarchical structures/policies (steal some traits from the autocratic faction)
- Likes Spiritualism, hates materialists
- Moderately dislikes the Light

"Light" = More liberal, favors more equitable power structures. By force if necessary. Tends towards meritocratic systems, likes democracies, tolerates oligarchies, slightly dislikes dictators.

- Likes universal employment (no unemployment, Byzantine Bureaucracy)
- Is happier the happier the worker/specialists are
- Favors egalitarian structures/policies
- Likes Spiritualism, tolerates materialists
- Hates the Dark

Having them get bonii/special features is planned. Also planned are boosts to attraction and faction happiness based on current ruler alignment, which will be generated. Probably in trait form so it's easily visible.

A lot of room to play around with stuff here. Might introduce the ability to force a "neutral"/independent third faction if the binary aspect is too annoying
Last edited by FLSoz; 30 Mar, 2019 @ 7:18pm
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Showing 1-8 of 8 comments
Cephalon Sithalo 17 Dec, 2018 @ 1:25pm 
"Remove arcane ascension compatibility with any of the other ascension paths" So I cant be magical robots? That was my plan yesterday. I sat there deciding what to do and Magical Robots popped into my head and I decided that was to awsome to not do v.v

Oh well maybe ill make a patch keep up the awsome work :LotusFlower:
FLSoz  [developer] 17 Dec, 2018 @ 1:43pm 
@Sithalo I thought the combination was a bit much with the new magical worlds, which have no building arcane tech maintenance cost. Also planning on adding new arcane tech edicts so more arcane tech becomes super op
Cephalon Sithalo 17 Dec, 2018 @ 8:52pm 
I relize now that this change effects the ability to become a psionic cyborg. That probably should have been obvious but im a lil slow lol

But the thing I came here to say is that idk if it was an oversight or planned but you can choose to go down the biological ascendency and also still get the 2 perks for arcane awakening.
FLSoz  [developer] 17 Dec, 2018 @ 9:00pm 
@Sithalo I have no problem with biological ascension but I thought i got rid of that possibility. Oops I guess i didn't.

Just looked at my code, what I see is:

1) You can go Biological Ascension, then go Magical Ascension
2) You CAN'T go Magical Ascension, then go Biological Ascension
3nz3r0 17 Dec, 2018 @ 9:06pm 
How many perks are there in the arcane line? I'm only seeing Arcane Ascension.
FLSoz  [developer] 17 Dec, 2018 @ 9:07pm 
@3nz3r0 Arcane Awakening is only if you don't have Arcane Heritage civic (You can get it if you have magical theory tech, which you can get if you settle a magic planet)
captinjoehenry 24 Dec, 2018 @ 2:17pm 
So can we no longer make Ecumonpoli magic worlds?
FLSoz  [developer] 24 Dec, 2018 @ 3:41pm 
@captinjoehenry that is correct. You haven't been able to for a while now.
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