Stellaris

Stellaris

Migratory Fleet
Yholl 30 Jun, 2021 @ 2:39am
Mod Feedback
A cool mod idea, could definitely be fun with some more features and fixes. Right now it's a little too rough to be usable, unfortunately. Sorry, wall of text incoming.

It unfortunately broke several times for me during my game, with the first break happening either without me noticing, or from reloading a save. I ended up with a large amount of living quarters, much more than I had, and my district count was permanently set to -11, preventing me from building any more districts or infrastructure. Building new ships would increase pop growth and building slots, but would not affect the district count.

Lategame, I jumped my mobile fleet to another system. When I arrived, I had only a single industrial district, and -1 for available districts. My capital building was degraded back to the very first level. I forgot to check if my starbase came with me as well, I hope it does or that really hurts for moving.

As for balance, the shipbuilding and district management was good, although expensive. The extra building slots on the shipbuilding definitely needs to be increased, you can barely squeeze anything out of it.

I liked how the system resources get turned into buffs for your jobs, that was very nice. Unfortunately you can't really... migrate at all, as the AI will trap you in very quickly. The fact that any other ships will block you from moving into an area is really bad, as the AI will throw science ships at any unclaimed areas like crazy.

Losing your starbase ruins you utterly, as you can't get it back without fleets, and you can't bring over a science ship to vanguard jump away with an enemy starbase guarding you.

The population doubling mechanics are neat, but could use refinement, they'd disrupt my economy a fair bit when they happened, and they prevent you from reaching the high tier capital buildings properly.

I had a very hard time keeping up with the AI, especially with naval capacity and strat resources, I couldn't exploit the main three as I never got the tech for them, although I did get dark matter later on. The SRs were a major pain, especially with the small amount of building slots.

I hope you manage to refine this mod, it's very cool!
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Showing 1-12 of 12 comments
SODI  [developer] 30 Jun, 2021 @ 5:14am 
Thanks for feedback. A lot of valuable insight.
I added population doubling yesterday which might have been what caused your district problem. I had forgotten about capital pop requirements. Thanks for that.

If you have enemy fleets in system, option to preform emergency jump should become available.
I'll add ways to increase naval cap. For strategic resources the idea was to stockpile on one type in a system for years to come and then move one to stockpile another one. One miner job should give 1 sr per system deposit, so you should be looking at 100s per month income later in game. I'll look into granting the tech.

This is testing version of the mod, so I'll keep working on it. Inputs like these are very valuable.
Ockoobrazniy 30 Jun, 2021 @ 10:43am 
Fully agree with Yholl, great concept but still needs refinement. Here are my thoughts after 50 years ingame

Sorry for bad english)

1) when moving to new system, modded buildings are deleted and the only way to stabilize is to build everything again. so sad( because of this you are forced to stay in system with habitable planet to grow, if you stay in 1 system, AI wil claim the best system;

2) why delete construction ships? you can just increase outpost influence cost beyond 1000 to prevent system colonising and make megastructures available, there are also events that require construction ships;

3) Before playing i thought that building civilian ships (deposits) can be very immersive if you build them as megastructure that disappeares after deposit is added. But still awesome idea and implimentation;

4) i am not a modder, sorry if idiot idea, but it will be great to add shipyard slots (that starbase building add) as civilian shiptype, like you did with housing and farming sections, because 1 starbase it really painful in mid and, i think, lategame. Also juggernaut's shipyard helps a lot, can you use this mechanic?

5) 20% pop growth increase per ship is crazy, i lowered it to 5%, also 0.1 building slots per ship is too low, it means i must spend 20000 alloys and 2400 days to get 1 slot, i increased it to 0.25 and it helped a lot to not fall behind starnet ai empires.
Last edited by Ockoobrazniy; 30 Jun, 2021 @ 10:47am
SODI  [developer] 30 Jun, 2021 @ 12:06pm 
1. Can't do anything about modded buildings as I have to manually type out every building in the game for it to be moved. Will need compatibility mod.
2. Aesthetics. I'd hate to bring them back. I'll think of a way to solve this.
3. Interesting Idea. Might add it.
4. I didn't think I could do this. Turns out I can. Will be added next patch.
5. I'll lower the pop growth as you wish. For building slots, in base game with max capital you should only have around 4 buildings slots still locked. But then it's your only planet so no extra buildings from that. I'll increase district gained from civilian ships first and see if it helps with not falling behind first.

Big Thanks for your suggestions and feedback!
Last edited by SODI; 30 Jun, 2021 @ 12:24pm
Ockoobrazniy 1 Jul, 2021 @ 11:36am 
wow, you are so fast. My second run 40 years by now, my notes:

1) robot assembly plants building is deleted on migration, and robot pop building process is reset, you must stay in 1 system for 25 months to build 1 pop, then you can migrate if you want to have robots.

2) archeology process is veeeeeery slow, because you have 1 system and can't dig sites that are not in your borders, it's immersive, but gives AI a lot of time to claim and dig stuff that i want.

3) traditions and techs do nothing with housing, so the only way to become urban nation is to build ships, no need for techs and traditions, the same for mining and research space stations, since you don't have them. is it possible to improve fleet's deposits with techs and traditions?

4) hoarding resources (especially alloys for new ships when you decide to move to habitable system) is limited, maybe add cargo ships (deposits) that increase empire storage capacity? in my run i found system with 7 space alloys and... became stronk fast, but i had to move between systems when storage filled.

5) defense platforms are deleted on migration, it's immersive, but idk if it is intended.

6) limitation to build civilian ships in habitable systems is good, but what if your friend takes your habitable system (no friend AI in my game, but it can become problem), maybe allow to build civilian ships in all systems, but if there are no habitable planets make it much longer and more expensive?

7) i captured primitive planets to resettle pops to my fleet, but noticed that i can build civilian ships and all the stuff on planet, tried and it worked. easy ultratall gameplay with this thing.

8) got surveyor relic. it's imbalanced in your mod, but i don't think there is way to fix it.

9) too early for this, but i thought about flagship of the fleet, what you think about developing fleet's main ship or building specialized civilian ships to gain empire boosts, since you can't build new megastructures that give it (ah, but you can rebuild ruined and capture AI's megastructures).
Or some special projects like new desigh of civilian ships (that can have more districts or make certain jobs more effective) or laying minefields in system where your civilian fleet is (to slow or debuff intruders), or improving your space civilian economy with precursor technologies and relics. You also can just claim abandoned ships in events. There is huge potential in your mod.
Last edited by Ockoobrazniy; 1 Jul, 2021 @ 12:12pm
SODI  [developer] 1 Jul, 2021 @ 12:39pm 
1. Fixed. I seem to have missed all pop growth buildings. For pop growth progress resetting, I'm not sure if that can be fixed. I'll look into it.
2. Hmm, this and getting cut off fast. I'll prob add option for outposts later.
3. Oversight. I'll try to involve them.
4. This was supposed to be one of the infrastructure projects but I forgot. Have vessels give storage capacity now instead.
5. Kinda yeah. Was intended to just abandon starbases when fleets jumps and start over. Loosing higher tiers do hurt thought so I added keeping those. Maybe can add this too, but prob with some kind of other mechanic, if it all fits.
6. You can now build them anywhere if you have mega engineering. You can also build multiple in systems with several habitable worlds. (Your megastructure idea. thought very plain atm.)
7. That has been fixed. Actually never intended for fleet to have any planets. Will add event that turns them into vassals later.
8. Oh boi, I didn't remember this one. Very cool, nice luck.
9. Yes, planing to expand on megastructures later. Not sure which direction yet. Prob will take a while.

Thanks again. This is very helpful.
Ockoobrazniy 3 Jul, 2021 @ 1:50am 
about pop number cut in half, maybe make this event available for the player to decide to do it or keep vanilla mechanic and go beyond 100 pops, i agree that performance is important, but this is very confusing mechanic, you tested it, but we (players) don't know how bad the impact is, i believe in my strong pc and personally want to have a lot of pops
SODI  [developer] 3 Jul, 2021 @ 2:00am 
ok
Ockoobrazniy 3 Jul, 2021 @ 2:51am 
i also thought that if you occupy starsystem and build starbase when you migrate, it'll never technically be possible to migrate to occupied system (it's impossible to build second starbase in a system, is it? but it is possible to have planet and not have starbase, primitives ane enclaves do this, i saw mods that use this mechanic).
maybe move shipyard slots to juggernaut-like ship (representing your main fleet's shipyard), then you could stay in other empire system, if you have border access (not using system's space deposits, or using only part without draining them, if you have trade agreement for resources and research agreement for science resources). Sorry if bad idea, but i just want to settle everywhere, not only in empty systems, AI will claim the galaxy by lategame.
SODI  [developer] 3 Jul, 2021 @ 6:31am 
Any planet in a system with starbase becomes owned by the owner of starbase at the end of the month. I had tried this when I first started working on the mod.
I'm currently working on ways to enter other empire's space without destroying them.
Starhudman04 16 Jul, 2021 @ 10:56am 
Ok so I saw that something you are thinking of is to do something with mega engineering but I know its would be hard to find something to work with that but what about you create a new type of mega structure that has the ability to mine away planets for certain resources
Starhudman04 16 Jul, 2021 @ 11:02am 
You could also create a new war goal that allows you to destroy enemy empire systems and migrate into them but they would regain control after you migrate into another system
ChilledBones 10 Oct, 2022 @ 2:22pm 
Just wondering about them mega structures . While playing with giga structures installed I noticed mega / giga structures that buld around the central star u can't use ure decisions on them. My example is giga st.. EOF ruined at black hole can't click on Central black hole just grabs the structure. I haven't came across a Dyson sphere yet lol but I also have a mod called wild space installed that adds systems with no stars /empty systems that I think goes well with this mod the only thing is u can't build in said systems due to no star habitats And structures seem only way to fully claim. Currently enjoying ur mod and hope u return👍
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