Stellaris

Stellaris

Galaxius
 This topic has been pinned, so it's probably important
Kali  [developer] 16 May, 2021 @ 10:26pm
Suggestions here
Have suggestions/ideas? Comment them here.

Please read other suggestions. Theres me a lot of repeated suggestions.
Last edited by Kali; 22 May, 2021 @ 2:45pm
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Showing 1-15 of 62 comments
Jin2188 17 May, 2021 @ 1:47pm 
15000 days seems way too long to build a "planet" in one of these gateways. I would suggest reducing it to 3600 days instead.
Kali  [developer] 17 May, 2021 @ 1:56pm 
Its to develop a planet. And 15000 was gotten by multiplying the base district number by 25 (ecumenopolis variants). It's intended to take a long time as it is on a galactic scale. Each "planet" does speed up build speed by 100% though.
Last edited by Kali; 17 May, 2021 @ 2:07pm
stormlands 18 May, 2021 @ 10:31am 
i agree with the creator on this, dont change it. And i also sugjest increase cost i would say dubble it at least as, this is better then most other megabuilds. seeing it is only 1 stage build it would be even fair that is cost the total sum of a dyson sphere in alloys. this is what i think tho.
Kali  [developer] 18 May, 2021 @ 12:30pm 
That’s true I will consider it, but I mean it is only a gateway.
Birdan 19 May, 2021 @ 7:41pm 
Would a patch with the vanilla buildings mod be possible?
It would probably get to absurd levels of jobs and stuff but still it would be nice to have a patch.
Last edited by Birdan; 19 May, 2021 @ 7:43pm
starfirejordan 19 May, 2021 @ 9:02pm 
you should change the district names to have S at the end of there names. like "mining worlds" it would make sense because one district makes more then one planet could make in the normal game. so i would imagine it would be multiple. unless the districts represent the habitable planets in the other galaxy. but then the amount you get from one district makes no sense.
Kali  [developer] 19 May, 2021 @ 9:21pm 
Originally posted by starfirejordan:
you should change the district names to have S at the end of there names. like "mining worlds" it would make sense because one district makes more then one planet could make in the normal game. so i would imagine it would be multiple. unless the districts represent the habitable planets in the other galaxy. but then the amount you get from one district makes no sense.

I covered that in the description of my mod. The rural planets are all based off a ecumenopolis variant of the district, specifically the ones from another mod of mine.
Kali  [developer] 19 May, 2021 @ 9:21pm 
Originally posted by Birdan:
Would a patch with the vanilla buildings mod be possible?
It would probably get to absurd levels of jobs and stuff but still it would be nice to have a patch.

What do you mean?
SargR 20 May, 2021 @ 5:28pm 
i know this is a lot, but i think this mod has the potential to implement one final end game crisis that i'm sure many would enjoy

So how about this: the intergalactic gateways in the galaxy may be an easy door to something much more dangerous on the other side to peek in.

Sometime after any crisis is defeated, there could be a new event where all empire intergalactic worlds go dark, and the galaxy is shrouded in a deep feeling of unease. sometime later, (i'd say 20 years or something) the Hunters appear.
(idk how you'll go about the looks of them, but i think repurposing enigmatic fortress and contingency parts could look cool imo)

Here is what will make the Hunters terrifying and dangerous. They utilize all built/colonized worlds in all of the intergalactic gateways to fuel their own resources. Their fleets will begin pouring out of the gateways and will begin wrecking havoc in the surrounding area.

the only way to defeat the Hunters endless invasion and regain control of all the gateways/intergalactic worlds, you'll need to research their battle debris and complete a special project or something special in order to unlock the "Hunter's Lure/Bait" megastructure. This is the galaxies final solution to ending the threat at its source.
An event will pop up, where the galaxy decides who shall construct the bait structure. The empire with the most fleet power will be chosen to carry out this final task.

There are 2 stages to building this. Once you've reached stage one, all Hunter fleets will begin targeting the megastructure. If you can hold out long enough to finish stage two, the heart, core, brain or whatever you want to call it, the Hunters main center will emerge from a random gate. This (basically boss) ship will be quite large, and very very powerful. the boss will then begin targeting the lure/bait, moving in its direction. when the boss is defeated, the hunters will collapse/fall apart, bringing an end to the horror.
then idk galaxy party time
Last edited by SargR; 20 May, 2021 @ 5:31pm
Kali  [developer] 20 May, 2021 @ 7:57pm 
Originally posted by SargR:
i know this is a lot, but i think this mod has the potential to implement one final end game crisis that i'm sure many would enjoy

So how about this: the intergalactic gateways in the galaxy may be an easy door to something much more dangerous on the other side to peek in.

Sometime after any crisis is defeated, there could be a new event where all empire intergalactic worlds go dark, and the galaxy is shrouded in a deep feeling of unease. sometime later, (i'd say 20 years or something) the Hunters appear.
(idk how you'll go about the looks of them, but i think repurposing enigmatic fortress and contingency parts could look cool imo)

Here is what will make the Hunters terrifying and dangerous. They utilize all built/colonized worlds in all of the intergalactic gateways to fuel their own resources. Their fleets will begin pouring out of the gateways and will begin wrecking havoc in the surrounding area.

the only way to defeat the Hunters endless invasion and regain control of all the gateways/intergalactic worlds, you'll need to research their battle debris and complete a special project or something special in order to unlock the "Hunter's Lure/Bait" megastructure. This is the galaxies final solution to ending the threat at its source.
An event will pop up, where the galaxy decides who shall construct the bait structure. The empire with the most fleet power will be chosen to carry out this final task.

There are 2 stages to building this. Once you've reached stage one, all Hunter fleets will begin targeting the megastructure. If you can hold out long enough to finish stage two, the heart, core, brain or whatever you want to call it, the Hunters main center will emerge from a random gate. This (basically boss) ship will be quite large, and very very powerful. the boss will then begin targeting the lure/bait, moving in its direction. when the boss is defeated, the hunters will collapse/fall apart, bringing an end to the horror.
then idk galaxy party time
Thats definite interesting. There is going to be one or more crisis in the future. The ones i'm currently planning are the vanilla ones, and then if I add any I think its moreso going to be another empire on the other side who conquered their galaxy, an empire that "beat" the game. I'm thinking about making unique gateways maybe have a galaxy that the aftermath of one of the crisis.

It's all going to be a process, like just given some circumstances in my life the mod might go along time without any major updates, and then might get a ♥♥♥♥ ton of new content.
Last edited by Kali; 20 May, 2021 @ 7:57pm
SargR 21 May, 2021 @ 5:41am 
Originally posted by Kali:
Originally posted by SargR:
i know this is a lot, but i think this mod has the potential to implement one final end game crisis that i'm sure many would enjoy

So how about this: the intergalactic gateways in the galaxy may be an easy door to something much more dangerous on the other side to peek in.

Sometime after any crisis is defeated, there could be a new event where all empire intergalactic worlds go dark, and the galaxy is shrouded in a deep feeling of unease. sometime later, (i'd say 20 years or something) the Hunters appear.
(idk how you'll go about the looks of them, but i think repurposing enigmatic fortress and contingency parts could look cool imo)

Here is what will make the Hunters terrifying and dangerous. They utilize all built/colonized worlds in all of the intergalactic gateways to fuel their own resources. Their fleets will begin pouring out of the gateways and will begin wrecking havoc in the surrounding area.

the only way to defeat the Hunters endless invasion and regain control of all the gateways/intergalactic worlds, you'll need to research their battle debris and complete a special project or something special in order to unlock the "Hunter's Lure/Bait" megastructure. This is the galaxies final solution to ending the threat at its source.
An event will pop up, where the galaxy decides who shall construct the bait structure. The empire with the most fleet power will be chosen to carry out this final task.

There are 2 stages to building this. Once you've reached stage one, all Hunter fleets will begin targeting the megastructure. If you can hold out long enough to finish stage two, the heart, core, brain or whatever you want to call it, the Hunters main center will emerge from a random gate. This (basically boss) ship will be quite large, and very very powerful. the boss will then begin targeting the lure/bait, moving in its direction. when the boss is defeated, the hunters will collapse/fall apart, bringing an end to the horror.
then idk galaxy party time
Thats definite interesting. There is going to be one or more crisis in the future. The ones i'm currently planning are the vanilla ones, and then if I add any I think its moreso going to be another empire on the other side who conquered their galaxy, an empire that "beat" the game. I'm thinking about making unique gateways maybe have a galaxy that the aftermath of one of the crisis.

It's all going to be a process, like just given some circumstances in my life the mod might go along time without any major updates, and then might get a ♥♥♥♥ ton of new content.
ooo i'll look foward to it!
stormlands 21 May, 2021 @ 7:58am 
Originally posted by SargR:
i know this is a lot, but i think this mod has the potential to implement one final end game crisis that i'm sure many would enjoy

So how about this: the intergalactic gateways in the galaxy may be an easy door to something much more dangerous on the other side to peek in.

Sometime after any crisis is defeated, there could be a new event where all empire intergalactic worlds go dark, and the galaxy is shrouded in a deep feeling of unease. sometime later, (i'd say 20 years or something) the Hunters appear.
(idk how you'll go about the looks of them, but i think repurposing enigmatic fortress and contingency parts could look cool imo)

Here is what will make the Hunters terrifying and dangerous. They utilize all built/colonized worlds in all of the intergalactic gateways to fuel their own resources. Their fleets will begin pouring out of the gateways and will begin wrecking havoc in the surrounding area.

the only way to defeat the Hunters endless invasion and regain control of all the gateways/intergalactic worlds, you'll need to research their battle debris and complete a special project or something special in order to unlock the "Hunter's Lure/Bait" megastructure. This is the galaxies final solution to ending the threat at its source.
An event will pop up, where the galaxy decides who shall construct the bait structure. The empire with the most fleet power will be chosen to carry out this final task.

There are 2 stages to building this. Once you've reached stage one, all Hunter fleets will begin targeting the megastructure. If you can hold out long enough to finish stage two, the heart, core, brain or whatever you want to call it, the Hunters main center will emerge from a random gate. This (basically boss) ship will be quite large, and very very powerful. the boss will then begin targeting the lure/bait, moving in its direction. when the boss is defeated, the hunters will collapse/fall apart, bringing an end to the horror.
then idk galaxy party time

The idea is verry simmilar to the from babylon 5, when the vorlons open the gates to thirdspace and found an enemy that was vastly stronger them self. And was only able to vin by detonating the one of 2 gates while the other was lost in hyperspace.
see link for refferance https://babylon5.fandom.com/wiki/Thirdspace_Alien

But i also love the idea that is put forward, i only wish i had some moding skills so i could help. :steamhappy:
Kali  [developer] 21 May, 2021 @ 11:19am 
I never actually heard of that. Tbh I got the idea from a Kurzgesagt video about galactic drift and had the thought, what if there was some ancient empire that built gateways on all the galaxies before they drifted too far apart? I am actually thinking about writing a book based around it.
Andi 21 May, 2021 @ 11:34am 
For the buildings unless I'm missing something it's adding 11 times what the regular building does to attempt to mimic having one on each planet. It would be nice if it instead added jobs to each district (the way alloy foundries and civilian industries did in 3.0.0-3.0.2). That way for instance instead of an administrative offices building providing a flat 22 bureaucrats (which is way more than you'd expect from one planet initially but way fewer than you would expect from 350 planets) it would make all "districts" give an additional 2 bureaucrats.
Kali  [developer] 21 May, 2021 @ 11:51am 
Tbh im thinking about just making more districts similar to my ecumenopolis mod. I'll think about doing something like this.
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