Stellaris

Stellaris

Expanded Gestalts: Forgotten Queens (4.0 Update in progress)
 This topic has been pinned, so it's probably important
Complex  [developer] 6 May, 2019 @ 11:44am
Suggestions
Suggestions
< >
Showing 1-15 of 167 comments
Leetgrain 19 May, 2019 @ 1:53pm 
I haven't played the game or this mod for that long, but I'd adore being able to implant pops into other people's empires and take over/overrun them from the inside, that or be able to take over ships - say with biointegrated ships or something along the lines. Basically necromorphs now that I think about it, haha

I don't know how possible it would be, but I'd greatly appreciate that! Thanks for the mod in any case, and great work!
ShinyNobody 11 Jun, 2019 @ 3:00pm 
I would like to have hive Wolrds that look different. Not so violet like a plant one for plants that is completly overgrown with green plants.
Nikal 17 Jun, 2019 @ 2:20pm 
The "Expanded Hive Minds" mod had some really cool ideas; perhaps you should see if the author would be willing to collaborate or, in case they've left, take over parts of it.

Personally I was a big fan of their 'Protector of the Organics' civic, which is a Hive spin on the Rogue Servitor. There was also one which allowed you to start with a Livestock species.
Last edited by Nikal; 18 Jun, 2019 @ 4:28am
Mithril Leaf 19 Jun, 2019 @ 12:43pm 
I think that you might want to consider buffing Breeder Queens. I'm playing a hive that actually took Hollow Planets as an AP and I am finding the cost in Stability so not worth using that I'm just building that district for the Synapse drones and disabling the queen job. One pop every 14 years is rarely worth the stability cost when I could instead just build a habitat for a pop every year.
Complex  [developer] 19 Jun, 2019 @ 12:57pm 
Originally posted by Mithril Leaf:
I think that you might want to consider buffing Breeder Queens. I'm playing a hive that actually took Hollow Planets as an AP and I am finding the cost in Stability so not worth using that I'm just building that district for the Synapse drones and disabling the queen job. One pop every 14 years is rarely worth the stability cost when I could instead just build a habitat for a pop every year.
Hi man! thanks a lot for the suggestion, yes. Breeder queens are pretty hard to balance, some players find them OP since you can spam them with a lot of soldiers and keep them at bay with drone deployment decision. Will keep on digging! (pun intended haha)
Rotrules 27 Jun, 2019 @ 10:09am 
Why is the crafters of life perk disabled?

I would love to make my entire fleet 100% natural and organic instead of cold and artificial alloys.
Complex  [developer] 2 Jul, 2019 @ 1:20pm 
Originally posted by rotrules1234:
Why is the crafters of life perk disabled?

I would love to make my entire fleet 100% natural and organic instead of cold and artificial alloys.
Hey man! sorry im late, im on a trip atm. The AP is disabled for the time being because i want to rework it. i want natural and organic ships too but i want it to feel good and natural. will be updating this once i finish another mod im working on
Vonriel 19 Jul, 2019 @ 1:58am 
A simple suggestion: I'd love it if you'd put in an upgrade to the Maintenance Depot and Sentinel Posts. I don't know why Hive Minds don't get them by default, but it feels like all my planets eventually end up having like 4-6 Maintenance Depots and 2-3 Sentinel Posts.

Even when upgraded through traditions, Maintenance Depots are already worse for amenities than many options non Hive Minded empires have available, and then when you add in that your planets tend to have more pops on average than those same empires and that those empires get ruler-class pops that each add 5-8 amenities instead of the maintenance drone's 4, amenity management becomes frustrating. Ditto for deviancy management and hunter-killer drones.
Semen Reaper 2 Aug, 2019 @ 4:19pm 
An AP that allows you to add Bio-Integrated tech to your civics despite it's restriction?
dekeche 2 Aug, 2019 @ 9:25pm 
Small suggestion; could you allow overlords to be intelligent? I'm not sure if this is true, as the leader spawning code isn't present in the accessible files, but it seems to effect the frequency of spawning a spark of genius or maniacal traits. It might also be helpful to spawn one of the leader species, as that allows you to genetically modify it later, after getting access to advanced traits.
AlienFromBeyond 24 Aug, 2019 @ 12:07am 
Would be nice to get an equivalent to the Executive Retreat megacorps have in Mutualistic Behavior, something that uses Exotic Gasses, requires 50 pops on the planet, and gives an empire wide buff of some sort. Could even just reuse the amenities buff Executive Retreat has.
Astasia 25 Aug, 2019 @ 7:25am 
Might I suggest removing the parasitic embryo message spam? Gaining one new pop isn't something important enough to get a message about, especially if one is purging a bunch of planets at once and constantly getting notifications about this.
AnkDraig 1 Oct, 2019 @ 6:09am 
Bio-organic superweapons? Megastructures. and unique bio-tech models.
Gamer G33k 14 Oct, 2019 @ 1:04pm 
How about a Colosus Weapon that Hollows out planets? A Broodmother based Megastructure? How about a Sentinel Megastructure that lowers Devincy across the empire, upgrading it increases the range.
chazman1189 20 Oct, 2019 @ 11:23am 
Is there some way that the choices for starting traits for the leader pop when running the Overmind civic can be redone a bit? Right now, pretty much all their starting options boost leader lifespan, which feels useless when playing a hive mind, as our leaders have no life span.
< >
Showing 1-15 of 167 comments
Per page: 1530 50