Stellaris

Stellaris

Morality - An Overhaul Mod
 This topic has been pinned, so it's probably important
Dakanoth  [developer] 6 Jul, 2016 @ 9:33pm
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Hey there, got time to read?


After watching Interstellar, I've certainly got a handful of concepts written down that might be worth attempting. Whether you're like me, thinking anew, or someone who wants the ethics to be tweaked, feel free to point them out.

Some concepts I've had in mind include making Blackholes as a way to travel from one end of the galaxy to the next by building a stargate. It might require some tech heavy things within the engineering / physics tree, but that seemed like a nice idea.

Another concept I've had is nuclear weapons, which might be created from the armies section. If said nuclear weapon lands on a planet, perhaps it kills off population / gives off radiation on the planet, potentially ruining tiles on said planet. I was thinking that perhaps that, or a way to destroy planets quite literally.

Now sure, those two concepts may make themselves into entirely new mods, I'll likely put them into a collection with this mod. Some other concepts in mind though:

Since the basis of this mod is to focus predominantly on the reputation mechanic of the game, I'd like to tamper more with how religion affects governments, how government types can change the production among organic and synthetics, and how this impacts the type of technology you have access to. Ex: Nanobots vs Genetic Geniuses, Different Ship classes, weapons, and military stations

Considering other mechanics, I'd like to get civlians a little more say in an empire, so working on the trade mechanics is also something I"d like to touch for a bit so there isn't just empire to empire trading going on, but perhaps an actual economy that has traders, civilians, and workers, while being fragile as it could be ruined, say by paying pirates to raid traders / rival nations and suck the income out of those regions. Tiles would require civilians and workers, which would mean that some civilians would focus on urban development and take up space while workers would work on useful tiles. Civilians as a building would help speed up both habitability and growth of the species on said planet. These said urban buildings could be upgraded overtime and depending on the government, may or may not be useful after the population caps. It is likely that a government would use the excess population to migrate them elsewhere, but this depends on policy.

Creating a more realistic economic situation is also another idea, where one planet's production weakened due to bombing may reduce the civilian growth on another planet, which may begin causing a galactic shortage of production. What I mean by that is that planets will likely work like sectors, having their own resources, and if said planet is ruined, it'll gut punch the entire system much more than normal. This can be helped, with the use of sectors which work more like senators in a system of state governors, to help aid that planet. Why all that nonsense though and pain? I think it would probably just make it that much harder, but perhaps gives you a bit more fun in how you want to dictate how the system runs, whether it is purely centralized to one planet or spread out to multiple planets, giving you a lot more control to make one planet purely food production, purely mineral, purely science etc. at the expense that it may cause galactic problems, or whether you want balance in each planet, that way you're no longer bound to just sustaining a planet by itself. For sectors have to deal with sustaining each planet, rather than making them pure to one industry in vanilla.

Regarding this mod: The tech tree regarding robots will now not focus on unlocking them, but upgrading them, as well as giving them unique benefits / cons. This way much like Interstellar or Transcendence will show, how much you put into said AI will change the way everything around it exists. Whether Skynet becomes a thing and you get wildly far into ringworld heaven and everworldly expansion, or you gain access to the 4th dimension to bend time and space to defeat your enemies, this mod will hopefully get a shot at attempting some pretty outlandish synthetic technologies that've been popular among movies. I'm hoping that the mod does overhaul a great deal in how ethics are approached, how robots function in the game, and gives factions a great deal of say if you decide to break their code of ethics. The string of mods that'll be part of the collection will hopefully make this game a little more entertaining for those of us who play early all the way to late game.


Lately, I got to thinking after watching Predators that stealth technology is non-existant. So perhaps a tech that provides stealth capability for ships would be a neat mod.





Anyway, feel free to boast anything that comes to mind. I'll be working on the above concepts for this mod, but i'll try and make sure I put most of the core mechanics of this mod here while the other outlandish parts in separate mods.


Thanks for reading!




Last edited by Dakanoth; 11 Jul, 2016 @ 10:44am
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Showing 1-2 of 2 comments
@Shinji_tm41 👤 7 Jul, 2016 @ 12:58am 
I just wanted to say: you're doing a good job.

"However, Purge / Slavery will no longer penalize you in relations of other nations. Seemed silly to have a grudge." -> If this means what I think it does, then other states will not dislike my government if it's run by despotic slavers? I hate the penalization, but I think it should remain - although reduced.

That's just my opinion, though. You probably have a much better idea of where you want this to go than I. Keep it up.
Dakanoth  [developer] 7 Jul, 2016 @ 7:57am 
I think what I'll do is just make the penalty an even -5 in relations for slaver nations, regardless of the ethic. So it'll be a bit of a penalty, but not one that can be doubled or tripled. We can probably tamper with that value a few times ( Feel free to suggest a value worth using. -5 seems a fair penalty, but perhaps to light? Maybe -10, -20?), but i'll go ahead with that suggestion since I can see a balancing effort to at least say that slavery is regarded as a bad thing. I'm going to keep purging at a maximum of -3, since I don't see an overall reason for another nation to get entirely mad, unless of course, that is their species being purged in which case I'll let them be angry by -25 (Vanilla)
Regarding Pacifists, Pacifists will be angered by the choice of bombardment, increasing by a maximum of -10 in relations depending on fanatic to normal. -5 for normal pacifism at max.
Regarding Xenophiles / Xenophobes, i'm going to reduce their penalties to -10 / -5 in relations as an xenophobe towards other xenophiles / xenophobes. As well as increasing relations by 10 / 5 in relations in the same way.

Why you may ask I bothered adjusting those, is that these are just among nations and not the internal politics. I feel that nations in the base game get to easily against you, so hopefully by lightening this up a bit it'll allow you to easily gain more traditional allies, hopefully with ethics that might go against what you believe, but you can still mutually respect each other unless you've done something to cause further retaliation.

I'm not touching the relations of the rest for the moment as they seem to be fine.


Last edited by Dakanoth; 7 Jul, 2016 @ 7:59am
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