Stellaris

Stellaris

Sparble's Stellar Hyperconstructs [3.14; 4.0 WORK IN PROGRESS]
Sparble  [developer] 19 Aug, 2023 @ 2:13am
What's Next?
See the discord for updated posts

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Last edited by Sparble; 1 Oct, 2023 @ 1:58am
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Showing 1-15 of 39 comments
Naraxa 19 Aug, 2023 @ 10:18am 
This is all really cool sounding, and I like that you're adding megas for aquatics, that doesn't get a lot of attention imo. Also, I wanted to post an idea for a bio path mega if you'd be interested:

I was thinking something akin to a biological supercomputer, its purpose to analyse and perfect genetic material fed to it. The mega would give trait points and picks (and probably other benefits) and through events and maybe even situations would grant powerful new traits to your species and augment itself in various ways. I figure it itself is a giant organism that would have a more organic design, but ur choice on whether to go that route

anyways, hope you enjoy and if you'd like to add it feel free hehe
Sparble  [developer] 19 Aug, 2023 @ 11:06am 
@Naraxa nice idea, I thought about something like that like a form of mega neuronal network. basically a jupiter sized brain
Wet Dog Squad 19 Aug, 2023 @ 11:18am 
Really excited to see a topopolis. That said, afaik they don't need that many resources compared to, like, a Dyson Sphere. It's basically a very long O'Neill cylinder that wraps around a star multiple times. The main problem with putting them in a game like Stellaris is that they're nearly impossible to see from a distance, without proper tools.
Sparble  [developer] 19 Aug, 2023 @ 11:57am 
@Wer Dog Squad, well, in my case it would be a topopolis wrapped around the galactic core black hole :D
Naraxa 19 Aug, 2023 @ 11:59am 
Originally posted by Sparble:
@Naraxa nice idea, I thought about something like that like a form of mega neuronal network. basically a jupiter sized brain

ooooo that's super cool too! whatever you think would be best tho, your mod after all, I just wanted to throw an idea out for you
Sparble  [developer] 19 Aug, 2023 @ 1:43pm 
@Naraxa thanks, I'll keep your idea in mind :)
Last edited by Sparble; 21 Aug, 2023 @ 4:43am
Naraxa 19 Aug, 2023 @ 3:31pm 
Originally posted by Sparble:
@Wer Dog Squad, well, in my case it would be a topopolis wrapped around the galactic core black hole :D

oooohhhh interesting! so would it be an alternative to the birch world then? If so, how would it be different if you've thought it up already? Unless you wanna surprise us, which is also fine hehe
Last edited by Naraxa; 19 Aug, 2023 @ 4:48pm
Khepri 19 Aug, 2023 @ 7:20pm 
Hello There, I had an idea for you, inspired by Halo Wars: The Shield World.

It would be built by using two different Megastructures and would require that one has the prerequisites to build Shell Worlds first.

The first Megastructure would be one to build miniature artificial stars, that could then be encased in a Micro Dyson Sphere for Energy Credits, or be used as the power source of a Shield World.

On the outside, a Shield World looks no different than your average inhospitable world (Molten/Barren/Toxic/Frozen), and a science ship scanning it would not be able to tell the difference under normal circumstances. On the inside, the surface is essentially an inverted planet, with nearly as much surface area as the outer surface. A Shield World can be used to create hidden bastions for your empire, with the benefits of being utterly unremarkable from the outside, resembling any other un-colonizable worlds. Their very nature also makes them extremely resilient to orbital bombardment and planetary invasions, though that requires that one knows that they even exist in the first place.

To determine whether or not a planet is a Shield World, two prerequisites must be achieved. The first is to have at least 75 infiltration levels for a target empire, and the second is to have the Shield World Tech, gained naturally through research or gained as an option through a unique archaeology site (titled Unusually Deep, which involves an Anomaly on an inhospitable world in which an unusually deep canyon or sinkhole is discovered when surveying).

The Hidden World mechanic would likely be more useful in Multiplayer than against the AI if it's even possible to code.

The TL:DR of it is an artificial planet inspired by Halo Wars' Shield World that has benefits as a fortress world that can be hidden in plain sight.
CallMeFishy 20 Aug, 2023 @ 7:53pm 
might be an obvious question, but how do i get cultrobium
Sparble  [developer] 21 Aug, 2023 @ 1:43am 
@CallMeFishy after having researched the Nuclei Modification tech you unlock cultrobium districts on shellworlds, ederspheres, stellar hoops and suprashells
Sparble  [developer] 21 Aug, 2023 @ 4:45am 
Originally posted by Naraxa:
Originally posted by Sparble:
@Wer Dog Squad, well, in my case it would be a topopolis wrapped around the galactic core black hole :D

oooohhhh interesting! so would it be an alternative to the birch world then? If so, how would it be different if you've thought it up already? Unless you wanna surprise us, which is also fine hehe
it would be an alternative to the birch world, yeah. probably not a single planet though and more like a ringworld, one habitable segment in each system next to the black hole
Sparble  [developer] 21 Aug, 2023 @ 4:45am 
Originally posted by Khepri:
Hello There, I had an idea for you, inspired by Halo Wars: The Shield World.

It would be built by using two different Megastructures and would require that one has the prerequisites to build Shell Worlds first.

The first Megastructure would be one to build miniature artificial stars, that could then be encased in a Micro Dyson Sphere for Energy Credits, or be used as the power source of a Shield World.

On the outside, a Shield World looks no different than your average inhospitable world (Molten/Barren/Toxic/Frozen), and a science ship scanning it would not be able to tell the difference under normal circumstances. On the inside, the surface is essentially an inverted planet, with nearly as much surface area as the outer surface. A Shield World can be used to create hidden bastions for your empire, with the benefits of being utterly unremarkable from the outside, resembling any other un-colonizable worlds. Their very nature also makes them extremely resilient to orbital bombardment and planetary invasions, though that requires that one knows that they even exist in the first place.

To determine whether or not a planet is a Shield World, two prerequisites must be achieved. The first is to have at least 75 infiltration levels for a target empire, and the second is to have the Shield World Tech, gained naturally through research or gained as an option through a unique archaeology site (titled Unusually Deep, which involves an Anomaly on an inhospitable world in which an unusually deep canyon or sinkhole is discovered when surveying).

The Hidden World mechanic would likely be more useful in Multiplayer than against the AI if it's even possible to code.

The TL:DR of it is an artificial planet inspired by Halo Wars' Shield World that has benefits as a fortress world that can be hidden in plain sight.
I like the idea, but the hiding part would probably be pretty difficult to make
Khepri 22 Aug, 2023 @ 6:10am 
I can see it working only through the intel system with espionage. With the way that Stellaris currently handles colony visibility, it would require setting its visibility to have a higher minimum intel or needs that you physically send a cloaked science ship to explore a system to determine what's there. Another way one could do it may be through specific triggers. For example, there is an anomaly that involves a science ship scanning a gas giant only to discover that it was not a gas giant at all, but rather a vast barren world with a rather thick atmosphere, with the terraforming animation playing and revealing the true nature of the planet after the anomaly is completed.
Kolamytos 23 Aug, 2023 @ 12:29pm 
Hello there, I have an idea for another megastructure for your mod.

This structure is called the Supermassive Quantum Transporter and is designed to move planets between systems with the complete preservation of everything contained on them.

This megastructure consists of a "Transportation Beacon" and the "Supermassive Quantum Transporter" itself. The "beacon" must be placed in the system to which you want to "transport" the planet, and the SQT itself on the planet you want to "transport". After the construction of both parts of the megastructure for 100,000 Energy Credits, it will be possible to start "transportation" or simply dismantle it. If you are willing to pay, then after a few cool visual effects, the planet will disappear from our space and move to its destination, and the SQT itself and the "beacon" will be destroyed.

When using SQT, many events can happen, for example, the population of the planet has not completely moved, or even a Shrouded World came out, you can think of anything!

This structure would be very useful (and very op) for creating very advanced systems with dozens of planets (although I think there should be limits on the number of planets and possible target systems), so why not?

PS: Sorry for the text, I don't speak English and I use Google Translate.
Sparble  [developer] 23 Aug, 2023 @ 12:36pm 
Originally posted by Kolamytos:
Hello there, I have an idea for another megastructure for your mod.

This structure is called the Supermassive Quantum Transporter and is designed to move planets between systems with the complete preservation of everything contained on them.

This megastructure consists of a "Transportation Beacon" and the "Supermassive Quantum Transporter" itself. The "beacon" must be placed in the system to which you want to "transport" the planet, and the SQT itself on the planet you want to "transport". After the construction of both parts of the megastructure for 100,000 Energy Credits, it will be possible to start "transportation" or simply dismantle it. If you are willing to pay, then after a few cool visual effects, the planet will disappear from our space and move to its destination, and the SQT itself and the "beacon" will be destroyed.

When using SQT, many events can happen, for example, the population of the planet has not completely moved, or even a Shrouded World came out, you can think of anything!

This structure would be very useful (and very op) for creating very advanced systems with dozens of planets (although I think there should be limits on the number of planets and possible target systems), so why not?

PS: Sorry for the text, I don't speak English and I use Google Translate.
I really like that idea, but I'm not sure if it's possible to 'copy+paste' planets. I was thinking about a stellar engine megastructure to move your solar system toward a certain location but I don't think there's a way to fully copy a planet and all it's properties
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