Stellaris
Galactic Community++
Feature Discussion & Requests
I would love any feedback on existing features and inspiration for new ones. Whenever i am working on something (that isn't a bugfix) i will also put a brief description in here for you guys to discuss and give feedback. While i do make the mod for myself and i will not include stuff that does not align with my vision, i also do not want to make big changes to the mod completely without consulting those of you interested in it, because it will auto-udpate and impact your savegames so if i implemented decisions that are completely unbalanced or unimmersive it would have a pretty negative impact on your experience.

If enough people participate and think it would enhance the experience, i will come up with a tool for streamlining proposals as well as a poll or voting system but for now this should suffice.
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With that said, i am currently working on new resolution categories/tree's, i have now gotten the syntax down and all that is left is planning the concept and executing it. After those are finished i want to add a special effect to the last resolution of each category, both the new ones and the vanilla ones (some of them will be very hard to implement which is why i am splitting the tasks up).

Here are my thoughts so far:

1. Resolution tree related to discovery, anomalies and archeology

Liked by:
materialists, xenophiles, egalitarians
Hated by:
xenophones, militarists, spiritualists, authoritarians

Buffs to:
Diplomatic Weight Research, Anomaly discovery chance, reduce anomaly fail chance, survey speed, research speed new worlds, archeology/digging speed, ...?
Debuffs to:
science ship build cost, leader upkeep, ...?

Forbids (at some point): Isolationist stance

Finisher/Last Resolution special effect:
edict that spawns an anomaly or digsite in your borders?

2. Resolution tree related to slavery and dominating xenos

Liked by:
xenophobes, authoritarians, for the first few resolutions by militarists
Hated by:
xenophiles, pacifists, egalitarians

Buffs to:
diplomatic weight of fleet power, slave production, slave army damage, slave army health, pops abducted via raiding bomardment, ...?
Debuffs to: ???

Forbids (at some point): Slavery outlawed

Finisher/Last Resolution special effect:
unlocks a slavery type that allows slaves to work as specialists and doubles their consumer goods upkeep? or unlocks a building that boosts slave production on the planet
Traditional Values
Level One:
Diplo weight from tech -20%
Unity Production from jobs +10%

Level Two:
Diplo weight from tech -40%
Unity Production from jobs +20%
Spiritualist Ethics Attraction +25%

Level Three:
Diplo weight from tech -60%
Unity Production from jobs +30%
Spiritualist Ethics Attraction +50%
Research Speed -5%
AI Citizens rights are BANNED

Level Four:
Diplo weight from tech -80%
Unity Production from jobs +40%
Spiritualist Ethics Attraction +75%
Research Speed -10%
AI policy must be set to Outlawed

Level Five:
Diplo weight from tech -100%
Unity Production from jobs +50%
Spiritualist Ethics Attraction +100%
Research Speed -15%
Robotic Workers are BANNED
Unlocks resolution “Call for Crusade”

Call For Crusade:
Grants casus belli that spiritualist can use against non spiritualists to convert them to spiritualist.
(also grants a total war casus belli that spiritualists can use on robot or synth empires)
Current Resolution ideas (i would have added your traditional tree but i am unsure how much overlap there will be with the new spiritualist tree added by paradox so i'll revisit this once that is out:

https://imgur.com/a/t8XS8DY
Would be neat to have a function, where loyal subject support their overlord's resolutions. I can guess why unloyal vote whatever they want, but loyaly green puppets voting against you is a bit weird
Edit: Amazing mod, by the way. Exactly what I was looking for
Последно редактиран от Krahe; 9 май 2020 в 19:50
@Krahe good idea, i'll see what i can do about that.
More powerful "Denouncement"
・ Target country
Reduced Diplomatic Weight -25 (vanilla)
Receive Sanction Resolutions (vanilla)
Pop happiness -5
Planet stability -5
Xenophobe Ethics Attraction +50
・ The other countries in Galactic Community
New Casus Belli for the target country (like Punishment or Plunder)

What I mean is that I want Denouncement to have more features, and of course you don't have to adopt what I suggested.
A Resolution Chain that runs directly contrary to the "Divinity of Life" chain, a Chain of Resolutions not only Enshrining Full Synthetic Rights as Galactic Law but also increasing Materialist Ethics Attraction, rather than increasing the Happiness of Organic Pops it increases the Happiness of Synthetic pops, as opposed to the Unrestricted Science Chain which focuses on Science production this one would focus on increasing the output of Synthetics, eventually giving the Spiritualists a taste of their own medicine by outlawing Spiritualism entirely and inflicting Sanctions if you do not either adopt Materialist Ethics (Should be an option when the Resolution passes, like how Machine Intelligences have the Option to become Rogue Servitors when the last one on the Divinity of Life chain is passed) or have no Spiritualist Ethics (Since that's the only Ethic outlawing Full AI Rights), since the Divinity of Life chain is so hard on Materialists and Machine Intelligences having one that's equally as hard on Spiritualists should be fair, these two could (And Should) be opposites, with any level of either passing blocking out the Other until they are Repealed.
The Resolution chain could even boost Machine Intelligences their Opinion of Organics.

(God, I can just imagine the Internal Screaming of Spiritualist Egalitarians)
Последно редактиран от Willem; 14 авг. 2020 в 11:02
Sounds good, although i don't know yet on how to give them an option to become materialists. Will have to do some reverse engineering.
Also, another thing about this resolution chain: Xenophobes cannot give their Synthetics Full Citizenship, but they can give the AI Citizen Rights, so i had an idea that the only thing this Synthetic tree makes Mandatory is your AI Policy set to Citizen Rights and robotic workers to Allowed, the Full Citizenship for all part could be a part of a Xenophile Resolution Chain, since synths are apparently Aliens, even when our Empire built them in their own image.
Последно редактиран от Willem; 15 авг. 2020 в 5:14
god please do. The total one sided-ness of the Spiritualist Vs Machine diplomatic conflict has been irking me so badly.
Another Suggestion: (Not Resolution related, but it is related to the GC)

There's an Envoy event in the Galactic Community where one of your Envoys elopes with a Xeno to an Empire allowing Interspecies Relations, now the options are to either take a temporary hit to your Diplomatic weight, or appeal to the Empire they fled to giving them 2 favours if they agree to extradite the couple, add a Third option: Threatening them with War unless they hand over the Envoy and their Xeno lover, they should weigh distance and your Fleet Power compared to their Fleet Power (If they have allies or a Federation that should also weigh into it), if they refuse it gives you a special CB, if you are Victorious, you capture the couple and can elect to throw them both in Prison, Humiliate them across your Empire, or just Brutally Execute them if you are Authoritarian + Xenophobe or a Fanatic Xenophobe (Make an Example of them), if you fail, you suffer a -25% Diplo weight malus for ten years, in an addition to Humiliated with all its penalties.
This'll give other Empires a temporary malus to your relations and gives your Empire 25% Extra Diplomatic Weight for ten years. (They're terrified of you and know that you'll back up your threats with actual violence and are reluctant to get in your way)
Последно редактиран от Willem; 23 ян. 2021 в 13:38
Hello, this might be a slight oversight but adding healthcare workers in the medical resolution trees severely screws over gestalt empires because of them not having consumer goods. My friend was playing a gestalt and he was tanking his entire econ trying to buy consumer goods, he ended up deactivating the jobs but this may be something worth changing because I can imagine this screws over the AI BIG TIME.

Also some thoughts after having played a full multiplayer game with your mod:

The archaeology tree (curiosity without borders):
is a really cool idea but by the time the galactic council is founded most systems will already have been explored. Adding some robust late-game benefits to it would be cool, maybe changing the later stages into a way to get minor artifacts in the late game would be cool. something like a decision that allows you to perform an archaeological dig on planets with a chance of unearthing minor artifacts. I don't want to come over too negatively but currently there is no reason whatsoever to pass any of the resolutions even fairly early on in the game.

Galactic health organization:
Really cool, we all love it, but it being a purely positive tree (other then the above stated issue) is not in line with any of the other trees, makes it feel out of place. We all agree that it may be good to add some negatives to it, we were thinking something along the line of a minor energy tax that basically stands for the costs of running such a galactic bureaucracy, maybe reducing the effectiveness of bureaucrats slightly because they need to file more paperwork to make the galactic health organization work.

Malicious intent:
Where galactic health organization is too positive this one is too negative, adding even minor benefits to other empire types then purely corporate government forms would do a lot to change that. Logically thinking you could do something along the line of making it increase stability but also increase crime, so as you integrate your government more and more with criminals your state may become more stable but crime rates will be up. Maybe make the final 2 stages add decisions that can allow any empire to benefit from high crime, something along the line of something that will increase overall specialist production depending on the crime levels at the cost of happiness (thinking along the lines of the criminals sharing their expertise with the government).
In its current form malicious intent is not worth picking ever, even as a crime syndicate I found myself down voting it.
I think if you want to make this tree work you need to make it so empires can actually benefit from crime, the later stages are devastating even for a criminal syndicate which I think shows that it needs some fine tuning.

I think every single new tree is a really good idea, all my friends agree btw, they just need some minor adjustments in the modifiers they give.

I hope you have a use for any of these ideas

Последно редактиран от nicebagdad; 19 февр. 2021 в 4:45
An extra thought on the malicious intent tree is to maybe flip the way crime works altogether since you have integrated the crime elements into your government why not make high crime better and low crime worse.
@nicebagdad, thank you for the info! I'll hotfix that ASAP, he should not have gotten them as a gestalt. I'll look into that, if i don't get it to work i'll buff their output so the gestalts don't get screwed.
Just FYI, if you are playing in the meantime, you can toggle off the medical worker jobs. I'll try publishing the update tomorrow but it might take me until sunday, got a lot of RL stuff to do tomorrow.
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