Stellaris

Stellaris

Revolt Inc
 This topic has been pinned, so it's probably important
NinjaBreadMan  [developer] 3 Sep, 2020 @ 2:18am
Ideas, Plans and Problems (Come share your ideas here!)
So, since *sort of* fixing the main problem with this mod, I have spent time trying to add to and rebalance the function of the buildings and jobs this mod introduces. Some of these ideas have proven impossible to implement.

I want the mod to be about destabelising other empires planets. If you spend resources on doing just that, the reward should be a weaker enemy (or friend) and possibly a stronger you. How we apply the pressure to weaken the enemy, and the reward, are still undergoing major changes.

Building idea: Martyr Training Ground: This building is a replacement for the Revolutionary commander. The idea here was to be another pop job, but the bonuses get stronger the more pops there are on the planet. This proved impossible to code, as you can't use IF triggers in pop code apparently. My second idea, which will take longer to make, is a boring building with a normal looking (Weak) bonus of some kind. By having this building random events can be triggered (checked 1/month) that can increase unrest, cause terrorist attacks, or create a Matyr for the cause.


Idea: when stability is less than 10, the player empire can spawn Armies on the planet (using a planetary decision) and have a go at a take-over. This would synergise best with the Martyr training ground, as the temporarily lowered stability from a martyr event might give you the chance to invade, making a branch office into a subsidiary!
I think this should work, I need to test if planetary decisions can be triggered by someone who is *not* the planet owner. From looking through the code, I think it should be.


Idea: To link into this game play style, the other buildings should provide negative stability, lowered amenities, and when the revolution comes, they should provide armies and bonuses.


Idea: Diplomacy bonus towards renegade empires: Any empire who has recently broken free from their overlord (With or without your help) should get a bonus to diplomacy with you. They are our target market after all!


Problem: Currently, due to my "fix" for the major bug of old (I had made it so any megacorp could build anywhere. Woops) the branch office of a revolutionary army is checked in the same way as a criminal megacorp, and so low crime on a planet may get you kicked off the planet, with a 10 year cooldown.
Fix: re-recode the checking process for branch offices of revolutionaries. Currently I just hijack the code that checks if you are a Criminal-corp, as creating an identical check for revolutionaries broke everything. Its still not clear as to why. The work around is to write the checking code in *every instance where it is checked*. This is bad coding, but it works.

PRoblem: I am currently unsure how to balance this mod, giving the planet a chance to "fight back". For criminal megacorps you lower crime. I may create a check for high amenities? as that usually leads to high pop happiness.


Anyway, this has been as much a place to dump my thoughts as a reason to write this.

If the crowd out there have ideas for buildings or improvements to implementation, dump them below!
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Showing 1-2 of 2 comments
Vault76Survivor 3 Sep, 2020 @ 7:56am 
Not sure if this is possible, but instead of making the rebel state a subsidiary, how about just giving them a big ol' +modifier to joining their revolution supporter's federation? Maybe it's just me, but "we've rebelled from our overlord.... yay..... now let's join a new overlord" seems kind of self-defeating to the whole "revolution" theme. A federation of a revolution supporter and all their liberations would make more sense.
Scyobi_Empire 11 Nov, 2020 @ 10:25am 
Perhaps being able to do this to other MegaCorps?
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Showing 1-2 of 2 comments
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