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alternatively, they could be non-upliftable presapients for gameplay impact (you could still hunt them or do whatever you do with presapients to them)
It's funny, the entire time I was making this mod I was 1000% confident I never wanted any gameplay impact. But now that it's out I've been thinking a LOT about it! Like even having just a single modifier on each to give it some differentiation, I don't know. Hah. But at the end of the day I think all that stuff would be sub-mods, I'll keep this one nice and clean and Vanilla. The "Mysterious Worlds" project can definitely add some fun stuff, to these, I think. New modifiers, features, that sort of thing is possible (then again I'll probably try to keep it light as well.)
if you want some modifier ideas, i have plenty! lol
I agree with your take on artificial classes, especially ecuminopoli. They're already super strong, special, freakin planet-spanning cities.
"What kind of city planet is it"? Well, there's the normal planetary designations for that: Research, Industrial, Unification, etc..
I think it's more valid to flesh out the feel/lore of those kinds of worlds with flavor events, like in the "City World Flavour" mod by Dunno. And then, sure, maybe after years of development and events that shape the "culture" of that ecuminopolis, it could gain a particular visual planet class. (Now that I typed that out it actually sounds really cool lol)
Same with your take on gaia; they're already a bizarre concept: what even is a perfect planet on which every biome is perfect for every living creature... Who knows! But let's leave those organic perfections alone! (Minor modifiers and events are good enough for me)
Dude I love your message here, thanks! Nice to hear from someone who read all this rambling and agrees to a certain extent too! Really good point about the colony designations, I think you're totally right and on that note I've found myself pretty glad for the emblems I made to show them off just a touch more. I do think there is space for some cool varieties of ecu - like a spitiualist ecu being all these amazing church-ish looking buildings and stuff, but yeah I just wasn't too motivated here for original release.
Gaias I feel like might work if I'm very careful about their naming/ideas. To take a really shallow but simple idea "Red Gaia" "Blue Gaia" "Gold Gaia"(very rare) "Silver Gaia"(rare). Those wouldn't necessarily trample on the Vanilla idea, but would also provide some interesting variety.
Thanks again for the nice comment!
Really all the weathers could be rationalized (and thus their mechanics minimized) by saying that those are just the typical, frequent weathers on the planet, not actually perpetual, and that it's just shown perpetually in the UI for sake of consistency and to distinguish each planet.
And you're welcome, thanks for the mod! Only good to spread positivity!
Hell yeah man! Add me on steam or shoot me a message on discord if you like!
It might be possible to add enough combinations of art that its likly that one not explore all of the possibiliys in one playthrough. One thing i noticed while experimenting with RS is that one city view might fit different side art while giving very unique feelings.
The question might be, whats the main aim. Exploration? Finding unique planets? Than you sould not stop at artificial classes. Your mod has the potential to give the immersion that every ruin and city looks somewhat different. Than the subclasses are not an subclass but mainly a optical variation.
It might be possible to bring this further and combine art with events. Or maybe a bit easier devastation. On City worlds this might be an impressive side layer that shows destroyed buildings.
Your way to implement your planet view seems to be a very powerful display of possibilities.
A Submod that use the weather to change some asspacts of a planet might be interesting, but also sounds like a big micromanagementgame . Than its not about the flavor of a world but about minmaxing.
Also it sounds like a interesting way for some terraform flavor. But i fear at this point the ai will suffer.
Ruins are an interesting one. I've been toying a lot with including Relic worlds. The game is to hone in on what makes a relic distinct from a tomb. Even in Vanilla, Stellaris cross the streams a lot - relics for example have tomb world icons.
But I've always liked the idea worlds based on certain architecture. The graveyard world I already included comes close to this. (And perhaps the graveyard deserves to be a relic, not a tomb)
But for example a Pyramid world. A dungeon world. This sort of thing.
The other thing though is I feel when we get to architecture we're talking more about colony activity than natural geography, in which case it's more suited to planetary designations. For example any world can be a "dungeon world" as it's designation. Tropical dungeon? Crimson dungeon? Whirlpool dungeon? They're all valid.