Stellaris

Stellaris

Extended Aquatics
 This topic has been pinned, so it's probably important
mute  [developer] 3 Apr, 2022 @ 6:27am
Suggestions
This is the place for your feedback regarding Balance, Bugs or future features you'd like to see.
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Showing 1-12 of 12 comments
Rat 3 Apr, 2022 @ 12:24pm 
ok:Rat_Laugh:
Not exactly a bug, but either your Contents discussion thread or your example screenshots are wrong. Contents has Privateers giving a chance at Leviathan and Sea Dragon while Biggest Fish gives a chance at Seasoned Sailor and Heroic Whaler. Screenshots have Privateers giving the chance at Seasoned Sailor and Heroic Whaler. From the names, I'm guessing screenshots are right and thread is wrong?
Similarly, Deep Dwellers is listed in the thread as +20% Habitability on Ocean Worlds, but in the screenshots it's +25%.

Compatible with PD/RS variant ocean worlds?
Last edited by Exothermically Eclectic; 4 Apr, 2022 @ 2:54pm
mute  [developer] 5 Apr, 2022 @ 4:56am 
You're right, i must have mixed them up while copy-pasting. Thanks for pointing that out. Everything should be represented correctly now.

Not compatible with PD, but built-in compatibility with RS subclasses. Will take a look at PD and maybe add a comp patch in the future.
Last edited by mute; 5 Apr, 2022 @ 7:32am
Rage000 9 Apr, 2022 @ 12:06pm 
My feed back for "Biggest Fish"
It feels like there are a lot of advantages for the current 3 point cost for this trait.
With that in mind I would like to suggest a couple of ideas:
  1. Remove food consumption disadvantage and replace it with Habitability -15% for giant sea creatures trying to adapt outside of their native ocean environment. Make the trait cost 4 pts.
    Reasoning: Massive ocean creatures will have issues with being out of their environment. Food should be plentiful in an ocean world. Some of earths largest sea mammals feed on the smallest of organisms.
  2. Or keep food consumption increase and add habitability disadvantage. Keep the trait cost 3 pts
Oatmeal Problem 27 Jun, 2022 @ 11:03am 
I had an idea for some sort of "Frenzied Feeding" civic for Fanatical Purifiers and/or Devouring Swarms that would unlock a "Feeding Frenzy" decision which rapidly purges a planet and gives it a (semi?)permanent debuff for a temporary empire wide buff. Kind of a less extreme aquatic-themed version of terravores. Also feel free to just take the concept of a shark feeding frenzy inspired civic/trait and run with it in a completely different direction

PS nice portait ;)
Muscle Man 5 Jul, 2022 @ 2:46am 
I feel like one glaring issue people are overlooking is Gaia worlds. Why on earth would I stay aquatic when I can trade it for a Gaia with output to everyone instead of workers. I feel like maybe making an aquatic gaia world or "flooded" gaia world with its own unique bonuses. Otherwise people will make ocean worlds, add the 3 districts from ice and frozen, and turn to gaia. Kind of ruins the fun
Red Shirt 16 Jul, 2022 @ 1:54pm 
I always had a problem with the vanilla aquatics. The biggest glaring issue for me is this aquatic species is living on the surface. Literally the entire ocean is their native habitat so why are they surface bound? Ever think of changing the city view to be underwater? Maybe associate it with the deep sea trait and uncap some districts? That and a rename for farming districts to kelp forests?
Trip6015 14 Aug, 2022 @ 8:26am 
Hi Mute :) would you possibly consider adding the Crushing Depths planetary modifier to all ocean planets above a certain size, say 16 or so? I'm role-playing as the Leviathans from Mass Effect but only get about 4-8 planets in a medium galaxy that they can live on, which makes things tricky. p.s. Your Feeding Frenzy civic idea is really interesting!
Herr Glaube 26 Aug, 2022 @ 6:23pm 
Originally posted by Trip6015:
Hi Mute :) would you possibly consider adding the Crushing Depths planetary modifier to all ocean planets above a certain size, say 16 or so? I'm role-playing as the Leviathans from Mass Effect but only get about 4-8 planets in a medium galaxy that they can live on, which makes things tricky. p.s. Your Feeding Frenzy civic idea is really interesting!
On that note, some way of deliberately adding the modifier would be nice. I'm currently having to deal with a Fallen Empire wanting me to settle a 0% world and i can't even Aquaform it to anything useful (it feels kinda weird not being able to change a planet into one that is suited to you with a feature whose only purpose is just that).
TheCaptain 14 Apr, 2023 @ 11:18am 
I really like the crushing depths thing going on but I have to say the spawn chance of it is really low, I am playing a full playthrough and with 1500 stars and wanted to test how rare they are and ive come to the conclusion that both modifiers 'crushing depths' and 'deep ravines' are both extremely rare in the galaxy. looking around in observer mood I only found 12 viable planets that could be settled right away or teraformed. I even started another game for testing and turned up the habitable planets to 2.5 and didn't get anything above 20 in the whole of the galaxy. I personally think that a ocean world once it hits like a 18 or more or even 19 or 20 should just have the crushing depths mod on it. It would also be cool if the deep ravines had a increased chance of spawning. I really do like the mod and I will keep using it but how well you do in game is basically up to chance depending on how many ocean worlds spawn WITH the correct mod on it. I got luckly and had four.
half god 22 Jun, 2023 @ 8:21am 
There's chance of making 1 mod which merge all of your species mod? That would be helpful for bigger packs. Thanks
MalaltheMaw 1 Aug, 2023 @ 5:40pm 
is there any chance we can get a origin like voice in the deep but you play as the race of very powerful creatures that are shown in it? i would love to play as some creature of great power and size. i feel it could be super fun to make vassal nations this way and essentially move around the galaxy backing one nation after another, only leaving when they are defeated. kinda playing as a patron entity
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