Stellaris

Stellaris

Destiny: The Traveler [3.14]
 This topic has been pinned, so it's probably important
FirePrince  [developer] 3 Sep, 2024 @ 4:21am
Suggestions
I'm open to hearing what users would like to see in this Destiny mod. The limitation I would put on your suggestions would be that any additional content added should have a basis in the Destiny universe around the Traveler.
Last edited by FirePrince; 23 Oct, 2024 @ 3:56am
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J HOL3 8 Sep, 2024 @ 5:23am 
exos and the warmind would be amazing. this could include a warsat intel edict or something. animated exos are something i suprisingly havent seen done yet in stellaris. possible leviathans could be the dreadnought and calus' leviathan. hidden system events could include discovering neomuna on neptune or finding the dreaming city. your project is very ambitious but i really want to see it succeed.
Saint Marold YT 19 Dec, 2024 @ 4:25am 
Here are a few ideas for Rasputin.

Rasputin as a defense system.

Rasputin as a megastructure in a system as the main central computer. After construction it is possible to expand Rasputin further. Gives system-wide defense bases.

Further upgrades should make it possible to expand Rasputin to other systems.

If the main central computeter in the system where Rasputin was built is destroyed, Rasputin becomes a Rouge AI, or Rasputin no longer functions correct.

Perhaps multiple upgrade paths where Rasputin becomes independent or remains under player control, with positive and negative effects.

For example, if a crisis occurs, Rasputin can evolve into an independent AI that fights the crisis on its own, but you no longer have control over Rasputin, and Rasputin will continue to evolve and expand on its own. In the end, Rasputin will become a rouge AI, sometimes attacking the player and sometimes becoming friendly again, which shows that the AI has gone crazy and is out of control.

Or you keep control of Rasputin, but this limits its abilities and the player has to upgrade it on his own and pay the costs for it in the form of resources and upkeep.

With random events that allow you to switch between the two paths again and again up to a certain point.

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Or Rasputin can be found randomly in the galaxy, with events where you try to control Rasputin, and if you don't succeed, Rasputin can become a crisis or a counter-crisis if a crisis is already active.
Sir Crow 10 Jan @ 10:02pm 
An idea I've always had, though its feasibility and scope are the main issues, is if The Witness/The Black Fleet will eventually arrive and fight the civilization that hosts The Traveler. It would be an unbelievably difficult fight, but one you can (unrealistically) win. If you lose, the Traveler leaves along with the Black Fleet and you are left on the brink of complete collapse.

The idea is that accepting The Traveler is high-risk, high-reward; you can incredible benefits at the cost of losing it all later. Maybe this would add a special planet modifier too? Again, this is probably realistically unfeasible to add, but I hope the idea itself sounds interesting enough that at least something can come of it.
The "friendly world" planetary trait is far too punishing and can essentially neuter a world.

+5% happiness for +5% amenity usage, +5% pop upkeep, -2.5% resource output, -2.5% pop growth is far too much and needs fixing, this feels more like the Traveller is punishing random worlds (not just mine but the AI's too) instead of being the benevolent bringer of light it's supposed to be.

I would've expected a friendly world to have happiness and immigration pull, maybe even a buff to unity perhaps, making them perfect for something like a cultural or resort world. But instead it turns basically everyone into slightly happier freeloaders.

Hell I'd take all three of those buffs together if it was something like a super rare trait a planet can get compared to the other ones.

All in all, the "friendly world" needs a bit of a rework or an adjustment as it's just a terrible trait in its current state.
Last edited by Flashjack1; 14 Jan @ 3:15pm
FirePrince  [developer] 22 Jan @ 3:12am 
@Flashjack1: THX, fixed. I think this was rather a display bug.
@Sir Crow: I'm not fully get behind your idea.
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