Stellaris

Stellaris

Expanded Megastructures and Technology
 This topic has been pinned, so it's probably important
Tovius  [developer] 16 Apr, 2019 @ 10:18am
Suggestions
Please post your suggestions here.
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Showing 1-8 of 8 comments
Theion 27 May, 2020 @ 7:56am 
Last edited by Theion; 27 May, 2020 @ 7:58am
Wilmfe23 4 Dec, 2021 @ 6:02am 
Maybe you could make one with just the cloning vats change. It's the one I want by far the most.
Dr. Nolegs 17 May, 2022 @ 8:18pm 
Could you make it so the Genesis Project Situation is solvable in a successful way, maybe through finishing the genetic or psionic (if we're feeling spicy) ascension path?

The new situation system permanently hogging a bit of my Side UI is a bit obnoxious, although the origin is super cool.
Tovius  [developer] 18 May, 2022 @ 7:17pm 
I have an idea for that, but It'll have to wait until all my mods are updated, which might take a little while.
Memeoglobin 28 May, 2022 @ 2:43pm 
Gaia worlds are a lot better now than when this mod was first made, especially when you factor in how quick they are to terraform, and ecumenopoli aren't the autopick monsters they once were. It seem like world shaper is a meta pick now at baseline in vanilla. Any plans to change the bonuses to gaia worlds?
Prewed 7 Feb, 2023 @ 4:24am 
suggestions:
1. made ranger lodge buildings avaliable on habitats for environmentalists with Voidborn ascension perk.
2. Give environmentalists planetary decision Expand nature preserve to create new "natural" distict blocker (Nature preserve extencion?) to gain more bonuses from ranger lodges on scarcely populated planets. And decision to remove some of preserves when planet become more populated (for cost of some unity and influence)
Last edited by Prewed; 7 Feb, 2023 @ 4:28am
Tovius  [developer] 17 Dec, 2023 @ 12:34pm 
I noticed that there are no Archaeostudies or Psionic repeatable techs, and am considering adding some. Any suggestions.
Ben_D⚜ 4 Mar, 2024 @ 3:27pm 
Tovius, I use many of your mods, and I'm considering using this one too, but it looks like it inflates the economy, as well many other things, without adding any complexity. It seems to only make the game easier. I'm hesitant to use this because it seems that balancing isn't considered much.

I suggest you add upkeep and drawbacks to make the players think about their choices. This isn't a bad reflection on your work, but an optimistic critique to make things more... interesting,

Many technology mods seem to follow the same design philosophy of increasing stats and making things easier, which quickly throws things off. I'd like to see one that forces a player to be considerate of all choices made, instead of "no-brainer" ones. ACoT & related mods are perhaps some of the worst examples of over-doing things.
Last edited by Ben_D⚜; 4 Mar, 2024 @ 3:28pm
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