Stellaris

Stellaris

Sensible Late Game Techs
 This topic has been pinned, so it's probably important
Flamgino  [developer] 11 Jan, 2022 @ 6:56pm
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CTH2004 14 Jan, 2022 @ 9:30am 
Should I put suggestions here? If so, I feel you should change it to "feed back/ suggestions". I have some ideas for suggestions, I will assume it's a yes and post them here. If it's a no, I will transfer them to a new disscusion for suggestions
CTH2004 14 Jan, 2022 @ 9:33am 
Ideas:
  1. More Tiers
    1. Surpassing where fallen empires ever got
    2. Reaching Pre-curser levels
    3. Going past precursers
    4. And more!
  2. The ability to make new species
    • Pre-FTL of any tech level
    • New spcies of just FTL
    • New species that is part of your empire
    • New empire of any tech level (Meaning no researched techs above that level, most techs at that level, a few below)
    • More?
  3. I noticed there is a new teir of shields, so how 'bout a new tier of armour, and hull-increasers
  4. New Regenerators
    • Bio-mechanical regeneration systems, eventually over a hundred of each point a day?
    • More improved nanite systems
    • More "basic" afterburners
    • Since you made all weapons available to one teir bellow (Titan can be used in "X" slots, "X" in "L", "L" in "M". So, could you make "M" work in "S"?
    • More advanced:
      • Missiles
      • Torpedoes
      • Swarm Torpedoes
      • Point Defense
      • Disrupters
      • Lasers
      • Artillery
      • More?
  5. Techs that unlock special Civics. These Civics unlock special techs, are permanent, and (most) of them are mutually-exclusive
  6. Dark energy and tech related to it (Including lasers, and all dark matter stuff, but stronger. Can only be made from Dark Matter (Multiple Dark Matter becomes 1 Dark Energy. The most advanced dark-matter production systems require some dark energy, but produce more dark matter than it takes to produce that dark energy. But you still must make it else-where, so if you loose all dark-matter and dark-energy, they all faill!
  7. A megastructure to make large amounts of dark matter (And some dark energy) from dark matter
  8. Bio-weapons (Such as biological missiles and lasers and such) (Part of one of the civics?)
  9. A jump-drive that makes you more powerful than extra-dimensional invadors, being able to recharge in 10 days, move so far it can go to all galaxies from the farthest away one in 3.2] Multigalactic Galaxies mod
  10. More and better sensors
  11. More and better jump drives and hyper-drives (As well as hyper-drives that are so much faster on hyper lanes you have a reason to choose them over jump-drives, sometimes)
  12. more tech with nanites
  13. A tech to make your researchers start 1 level lower than the necesary level for your current tech (One of these per research tier)
  14. A tech to increase scientest (Or all leader) max level, since you have to make all tiers available, and if you ad, say, 10 more teirs...
  15. A tech to decrease chances of a negative trait being added
  16. A tech to increase chance of a positive trait being added
  17. A tech to add a yearly chance a leader will lose 1 negative trait (Some will leave lasting effects. For instance, substance abuser will be replaced with "chemical damage", which won't go untill a more advanced tech allows that one to go as well. It subtracts, say, 5 yeras?
  18. New traditions unlocked by special techs (Some of these new traditions unlock special new tech)
  19. More tradition slots (That can't be used without special tech to unlock them)
  20. New acension slots (Some unlocked by research, some by the traditions) (All allow special techs independent to each)
  21. New teirs on the bio, transcendence, and synth path
    • Biological
      • Improved Gaia Worlds
      • Even more traits with a new, third perk
      • More? (Involving nanites?)
      • More bio-tech related to it. This is where "organic" lasers come in. You can start turning food into minerals and alloys, as well as certain things costing food and less minerals. Ship regeneration stuff related to this
    • Spiritual (Transcendence)
      • Ability to get a third part that allows travel through the shroud (almost like teleportation)
      • Adds a new tech that allows you to build with "psionic energy", decreasing necesary, well, everything!
      • Better shroud Outcomes
      • Psionic-based better ship weapons and shields and armour and power (requiring psionic-energy upkeep)
      • More!
    • Synthetic
      • Even more with nanites
      • A third teir allowing people to communicate "telepathicly"
      • Decreased housing usage since they go home, then spend their free time in virtual homes (costing extra energy)
      • More synthetic and robotic traits
      • More weapons and power
    • All of those paths give access to new techs and mega-structures
  22. And more!
Last edited by CTH2004; 14 Jan, 2022 @ 10:05am
Flamgino  [developer] 15 Jan, 2022 @ 10:52am 
I don't want to clutter up the tech tree too much because that's real estate everyone has to use. It's important to be prudent, but what I'm working on currently is adding ship sections at tier 10 that allow your ships to more closely resemble FE configurations. That is, touting more guns to make use of the extra reactor power that's just going to waste at that point.

I'm also working on adding late game defensive platforms that, aside from being tougher, have an aura which increases tracking and dramatically increases weapon range so that you'd actually want to have at least one or two in as many systems as you can afford, as opposed to the current zero platforms that most players recommend. The main problem with platforms currently is that they're just immobile guns which provide no real home turf advantage, so I think giving them a strong "sensory fusion" aura solves that and will make them really attractive. Local military defenses should really be a staple of any wise nation.

I have some friends willing to loan me a bunch of original 3D ship and clutter assets they made for an unrelated project, and in the long term I'd like to tackle a crisis that kind of simulates a "fall", which you have to struggle to save yourself from. It happened to the other FEs, it can happen to you! That's very involved and I can't say how far off that kind of ambition would be, however.
CTH2004 15 Jan, 2022 @ 11:57am 
Originally posted by Flamgino:
I don't want to clutter up the tech tree too much because that's real estate everyone has to use. It's important to be prudent, but what I'm working on currently is adding ship sections at tier 10 that allow your ships to more closely resemble FE configurations. That is, touting more guns to make use of the extra reactor power that's just going to waste at that point.

I'm also working on adding late game defensive platforms that, aside from being tougher, have an aura which increases tracking and dramatically increases weapon range so that you'd actually want to have at least one or two in as many systems as you can afford, as opposed to the current zero platforms that most players recommend. The main problem with platforms currently is that they're just immobile guns which provide no real home turf advantage, so I think giving them a strong "sensory fusion" aura solves that and will make them really attractive. Local military defenses should really be a staple of any wise nation.

I have some friends willing to loan me a bunch of original 3D ship and clutter assets they made for an unrelated project, and in the long term I'd like to tackle a crisis that kind of simulates a "fall", which you have to struggle to save yourself from. It happened to the other FEs, it can happen to you! That's very involved and I can't say how far off that kind of ambition would be, however.
Looking forward to all of that! I just put suggestions in, and you add what you add. I just hope some of them are helpful in giving you ideas (Though there are two techs from there that are practically necesary, those are:
  • The tech to insure scientists start at higher levels (And have a chance to loose negitive traits and so on) (Will just help a little with research)
  • The tech that adds more uses to nanites. Right now they aren't really explored or used, I feel that that should be fixed, in a late-game style that fits this mod
  • Inverse-Parts (If shields are added, armour is needed. Missiles? Point defense. Reactors? Reactor Boosters. So on.)

Thanks! (ULtimitly, those aren't necesary either, but they are the best (IMO) of my previous suggestions
Last edited by CTH2004; 15 Jan, 2022 @ 12:18pm
Flamgino  [developer] 23 Jan, 2022 @ 9:59pm 
Wish granted on item #1 of your short list. Hope it helps!
LAJ-47FC9 16 Feb, 2022 @ 1:44am 
So, I'm going to come to you with a really weird one. I run a mod that massively increases the cost of later techs, leaving some of them to be... very, very expensive (because let's be honest, vanilla's tech cost scaling leaves early ones too expensive, and late game ones much too cheap), and I was hoping to make it compatible with this.

Unfortunately, it looks like you're defining each tech's cost individually, instead of calling a variable like vanilla techs do, which makes doing that... really hard. I'd have to copy the entire tech file, change every tech cost value to a variable, and then make sure I do the same every time you release an update for the rest of time.

I totally understand if you don't want to do it that way, but I'd be deeply appreciative if you could take the time to update your techs so that I can be funky like that.

Now, you're probably wondering why you should go to the trouble. And that's fair enough! I... don't really have a good answer for that. Uh. You'll make me really happy?
CTH2004 16 Feb, 2022 @ 7:04am 
Originally posted by Flamgino:
Wish granted on item #1 of your short list. Hope it helps!
Thank you!
Flamgino  [developer] 16 Feb, 2022 @ 12:14pm 
Originally posted by LAJ-47FC9 (Liara):
So, I'm going to come to you with a really weird one. I run a mod that massively increases the cost of later techs, leaving some of them to be... very, very expensive (because let's be honest, vanilla's tech cost scaling leaves early ones too expensive, and late game ones much too cheap), and I was hoping to make it compatible with this.

Unfortunately, it looks like you're defining each tech's cost individually, instead of calling a variable like vanilla techs do, which makes doing that... really hard. I'd have to copy the entire tech file, change every tech cost value to a variable, and then make sure I do the same every time you release an update for the rest of time.

I totally understand if you don't want to do it that way, but I'd be deeply appreciative if you could take the time to update your techs so that I can be funky like that.

Now, you're probably wondering why you should go to the trouble. And that's fair enough! I... don't really have a good answer for that. Uh. You'll make me really happy?

I can do something like that in the next update. Most of the techs are costed according to tier anyway. Though I will say, the upcoming 3.3 patch looks like it's going to slow late game technology acquisition by a good thirty or forty game years.
LAJ-47FC9 16 Feb, 2022 @ 5:53pm 
Originally posted by Flamgino:

I can do something like that in the next update. Most of the techs are costed according to tier anyway. Though I will say, the upcoming 3.3 patch looks like it's going to slow late game technology acquisition by a good thirty or forty game years.
Much appreciated, thank you! Although that tidbit about technology acquisition is interesting, where'd you hear about that?
CTH2004 16 Feb, 2022 @ 6:33pm 
Originally posted by LAJ-47FC9 (Liara):
Originally posted by Flamgino:

I can do something like that in the next update. Most of the techs are costed according to tier anyway. Though I will say, the upcoming 3.3 patch looks like it's going to slow late game technology acquisition by a good thirty or forty game years.
Much appreciated, thank you! Although that tidbit about technology acquisition is interesting, where'd you hear about that?
I think it's just a side effect of their alterations to unity and sprawl
Flamgino  [developer] 17 Feb, 2022 @ 9:53am 
There's an open beta for the 3.3 patch. They're removing bureaucrats as a form of sprawl reduction, so as your empire expands you wind up having to deal with the penalties. In my experience it puts tech maybe thirty years further behind if I'm using the year 2300 as a measuring point, but the penalties impact late game techs that much harder because costs scale while tech output is linear.
Last edited by Flamgino; 17 Feb, 2022 @ 9:54am
CTH2004 17 Feb, 2022 @ 3:35pm 
Originally posted by Flamgino:
There's an open beta for the 3.3 patch. They're removing bureaucrats as a form of sprawl reduction, so as your empire expands you wind up having to deal with the penalties. In my experience it puts tech maybe thirty years further behind if I'm using the year 2300 as a measuring point, but the penalties impact late game techs that much harder because costs scale while tech output is linear.
ahh... so, how are we supposed to manage sprawl? And, no more mega-burocratic worlds?!
Flamgino  [developer] 23 Feb, 2022 @ 2:31pm 
Originally posted by LAJ-47FC9 (Liara):
Much appreciated, thank you! Although that tidbit about technology acquisition is interesting, where'd you hear about that?

I updated the science files to use a standardized number. There are some techs that didn't really fit the mold and still have manually entered values, but there is a lot less to edit now, at least.
CTH2004 26 Feb, 2022 @ 3:33pm 
I feel you should have special weapons for Gigastructural Engineering

For instance, the attack moon could have special missiles and/ or other weapons. System craft (And with it's add-on "giga stellar--manipulation, the O-class system craft), special super-weapons. Special asteroid artillery weapons, and definitly something for the maingot world.

Just an idea!

Perhaps special collosus weapons (Both new ones for all, and special ones for the ships from Gigga)
Last edited by CTH2004; 26 Feb, 2022 @ 4:11pm
LAJ-47FC9 6 Mar, 2022 @ 3:41pm 
Originally posted by Flamgino:
Originally posted by LAJ-47FC9 (Liara):
Much appreciated, thank you! Although that tidbit about technology acquisition is interesting, where'd you hear about that?

I updated the science files to use a standardized number. There are some techs that didn't really fit the mold and still have manually entered values, but there is a lot less to edit now, at least.
And apparently, if the variables aren't defined in a scripted_variables file, the game doesn't let me overwrite them like I want to. Why is this game like this?
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