Stellaris

Stellaris

Interstellar Incorporated - A Civilian Space Odyssey v0.3.2 alpha
 This topic has been pinned, so it's probably important
mr_trousers  [developer] 1 May, 2020 @ 2:43pm
Suggestions
Got some great ideas for this mod? Let me know about them. This is in an early stage of the development and I would really like to hear feedback.
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Showing 1-15 of 66 comments
Cblue22 2 May, 2020 @ 1:46am 
If possible: Moving pops with ships when resettling pops to other planets.
AngleWyrm 2 May, 2020 @ 1:24pm 
How about a high-speed courier shuttle to move leaders around, instead of just clicking the GUI and bam, they're half way across the galaxy.
mr_trousers  [developer] 2 May, 2020 @ 4:49pm 
Having pops be moved in ships is definitely on the list, I'm not 100% sure if it's possible to do it when you directly resettle pops, but that could be interesting.

Leaders needing to be shuttled to their new post I think might be possible. I imagine some players might not like that requirement, but it's definitely within the spirit of the mod, and it could be interesting. I'm not sure if there's a way to make it optional - I do want to do a mod options page that lets you disable and enable certain things you like or don't like, but that's a pretty long term plan. I'll think about it more though.

Thanks for the suggestions!
Wayjourner 3 May, 2020 @ 2:53pm 
Hey, its just an Idea but if you implement psuedo-national corporations (policy) after having been another policy maybe there could be an advent chain where a few different outcome like having the merchants guild civic added or maybe if you do an obvious but interesting path that could lead to the government being replaced by a mega-corp gov type. The nationalisation policy could have unintended effects too like people growing discontent and such.
Rage000 3 May, 2020 @ 6:27pm 
How about patrol ships. Same concept as a science ship but instead a patrol ship so that they don't count against fleet strength, but can be used to help with piracy patrols. Even introduce new leaders; patrol officers or something with different affects on piracy. Or just treat them like a construction ship. use corvette model for the ship
Last edited by Rage000; 3 May, 2020 @ 6:28pm
Anduin1357 3 May, 2020 @ 6:50pm 
@Rage007's same idea but in tandem with the Fleet Transfer Mod, to transfer military ships to a ghost empire like Supply Lines who will control the NPC patrol fleets.

The patrol fleets implemented like this should somehow still reduce vanilla piracy. Or else, use event scripting to lock player patrol fleets and order them around through a script to the closest systems with increasing piracy that has the empire's trade route running through it and is not in a restricted access system such as a closed border.
Anduin1357 3 May, 2020 @ 7:14pm 
Separate idea, market gets based on the empire's combined local planetary resource stockpiles, private market becomes a commercial vehicle for private development such that the government dumping minerals would enable private business to construct and grow etc.

Trade value becomes the capacity to move consumer goods and raw materials, making trade value a requirement for resource distribution. You need trade infrastructure, or military logistics (aid) to supply colonies. Optional addition to ship components to increase cargo space.

If you're going to make pop movement via ships, then make government-subsidized (forced) relocation of pops from crowded colonies to less crowded colonies a thing, alongside the usual immigration, and new tourism shuttles that generate tax, reduce local amenities and generate pop happiness.
Last edited by Anduin1357; 3 May, 2020 @ 7:18pm
mr_trousers  [developer] 3 May, 2020 @ 7:24pm 
@Mr_Tourist I like where you're going with this. Most event chain stuff like that is much farther future planning-wise, but it's something to think about.

I'm not sure if adding separate patrols would work, since the routes the civilian ships can take are a lot more variable than the simple trade routes of vanilla, but I'm thinking about adding escorts to civilian fleets to help protect them and probably reduce piracy, especially for fleets carrying larger loads.

@Anduin1357 I'm not sure I entirely follow on your market ideas, could you expand a bit? Some things with trade value are completely out of my hands modding wise, but I'm interested to hear what you're thinking.
Anduin1357 4 May, 2020 @ 12:39am 
Vanilla trade value determines how interested 'corporations' are in that particular colony, and how much total investment they might make. (kinda because trade value is also infrastructure for businesses.) More trade value also means more civilian traffic and business. In other words, trade capacity.

A new colony without much trade value might not be able to accept any significant amount of civilian traffic, which would thus require some sort of government aid, if nothing else then because of a lack of trade infrastructure.

A planet with lots of trade value may, in effect, be a business hub, with lots of offices (clerks), stock markets (traders), and infrastructure (storage silos etc.) which all conveniently already have trade value-giving jobs.

You don't have to change trade value, but base civilian stuff on it.
Last edited by Anduin1357; 4 May, 2020 @ 12:49am
Thaumaturgist 4 May, 2020 @ 2:10am 
I would suggest a megastructure that is pretty much a HQ for patrol squadrons which circle the systems against pirates. To add some balance to it, the squadrons won't visit the systems as it is, so, the player has to build local branches in every system he wants squadrons to go to, which host a small team of first responders, which won't be able to handle pirates on their own, but can slow them down. Also, they won't decrease the chances of pirates showing up, but will be a force to quickly act when they do show up. Also, they won't be able to fight invading empires, but will try to fight raiding parties from the marouder empires.

To get in details with the idea - let's say you build your HQ in your capital system and you want some protection for that precious mineral rich system 4 jumps away (which also hosts that trade specialized colony) and the route between it and your capital. Not only you have to build a branch in the system, you have to build branches in the other 3 systems as well, in order for your squadrons to refuel, or the squadrons won't go at all.

As for the branches, they could be two types. One is the relay stations, which allow travel in transit systems and host first responders and give movement boost to patrols. The second one is the priority point station, which acts as an end point for patrol crafts, where they circle for some time, before returning back to HQ. This type of stations could be upgradeable to host extra local first responders and, when fully upgraded, have the option to issue manual controlled SOS at the cost of some energy, which summons every patrolling crafts and first responders 2-4 systems away.

I think it is best to have the two types of stations as megastructures to be fully flexible (sorta like the gateways). If an enemy empire conquers a system with such a station in it, it will get destroyed.

As for the HQ itself, it can also be upgradeable, starting with few patrol squads at the first level. Crafts will only spawn if an end point station is built and will fly only between it and HQ, without going to the other routes. As HQ is upgraded more squads will spawn and, while the first 2 levels host only small fighters, the fully upgraded HQ could host cruisers and battleships, but on the cost of high upkeep.

Now, that I think about it, this is pretty much a police force, huh.
Anduin1357 4 May, 2020 @ 2:37am 
Originally posted by Thaumaturgist:
snip

Except that military fleets don't need complicated infrastructure, so why complicate things?
Just put your police force thing as a planetary building or spaceport module that goes around fighting pirates and unsavory factions.

Cruisers and Battleships aren't police stuff. These are military ships. you could give the police forces Carriers of some sort instead.

Lastly, why would you use a megastructure that are basically gated behind either tech, economy, or space when this feature is intended to be a primary mechanic? You don't need that much infrastructure for a couple of patrol ships, and in the late game, you have starbases. the megastructure doesn't make sense.

Edit: you should be able to use starbase trade protection as a proxy for patrol fleet capacity, and protection range for how many systems away that the patrol fleet can respond.
Last edited by Anduin1357; 4 May, 2020 @ 2:41am
Allein 4 May, 2020 @ 5:34am 
Wonder if it is possible to make it where goods required for a planet to function have to be physically shipped there (with local and shared stockpiles possibly being of use? the system used for sectors, and if I remember correctly, applies to planets too having local stockpiles for construction) meaning in order for a foundry world to produce alloys, a ship from a mining station or mining world has to physically deliver minerals to the planet, then the minerals will finally be processed into alloys, and then those alloys have to be delivered to either the capital or a station where ships are being built. Same goes with food, where you have to send food to planets that don't produce a local surplus, and if food can't be shipped there, pops starve (which would make fortress worlds and ecumenopoli really tricky, as the enemy could just siege a fortress world til all the pops starve, and an ecumenopolis would require so many shipments that severed trade routes could pose a serious threat to production, making sawing someone's empire in half actually damaging if resource production is lopsided.)

that, ofcourse as I can imagen, would probably cause alot of lag and be very hard to impliment, if it is even possible. But if it is, you could make a sub-mod that adds it in so that people who struggle to run it can just disable it and keep this mod on to improve performance at the cost of a neat feature.

also, I read through the threat and other people had similar, if not identical suggestions. But planetary stockpiles i think are in the game, and it might be able to mod it to where the stockpile has a direct effect on that planet, in which case the rest is already shown to be possible. Just imagen defeating your foes through wrecking their trade routes rather than bombarding or invading their worlds.
Spider 4 May, 2020 @ 3:17pm 
Could you add compatibility with Zenith of Fallen Empires? I noticed that the two country types from that mod (specifically 'ascended_empire' and 'lost_empire') aren't able to use the Policies from this mod, and they aren't covered in the Event files.
Last edited by Spider; 4 May, 2020 @ 3:22pm
Schmeeda 4 May, 2020 @ 3:53pm 
Can you make a patch for downscaled ships?
TMA-1701 4 May, 2020 @ 11:24pm 
Opinion modifiers, esp. w pacifists, enemies, & MegaCorps. Maybe also other empires w same policies
(Could interface w Alternative Ethos)
War exhaustion for destroyed civilian ships too
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