Stellaris

Stellaris

EUTAB - Ethos Unique Techs and Buildings
Dumuzii  [developer] 5 Apr, 2018 @ 10:59pm
Suggestions
For any suggestions to existing stuff
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Showing 1-15 of 34 comments
Ever considered giving the Security Zone a custom icon?
Dumuzii  [developer] 4 May, 2018 @ 8:29pm 
One to add to the list, honestly forgot it existed. Might not be for a while though, been a bit tapped out between this and doing CGM stuff.
perl 3 Jun, 2018 @ 5:53am 
Suggestion: Ethos Unique Armies that are unlocked with buildings. Example: Breeding Grounds for Hive Minds unlock Drone armies.
Originally posted by Axonum:
Suggestion: Ethos Unique Armies that are unlocked with buildings. Example: Breeding Grounds for Hive Minds unlock Drone armies.

There was a mod like that but it’s outdated.
You should make Gaia Districts unbuildable on Gaia worlds. Doesn’t make sense logically.
Dumuzii  [developer] 8 Jun, 2018 @ 9:16pm 
That's true, ill see if there's a better way to implement it or maybe just add a bonus modifer/output to paradise domes on gaia's.
Seig 18 Jun, 2018 @ 4:28pm 
The computational arcology producing food and increasing habitability doesn't make a lot of sense as a building for synthetic empires.
Lude 20 Jun, 2018 @ 11:40am 
Hi would you consider separate mods that include partial content of this mod? I really enjoy all features individually but maybe as a set they are a bit too many new techs and buildings. If you compartmentalise features of the mod some players might have a preference of how to integrate what you do with base game and other mods. For example, I think what you do with combinations of ethic/ascension perks is really good way to encourage variation of build setups. But since this is what I want its like the ethics buildings and some other features are unnecessary, and its like I play the mod and not Stellaris. Maybe it's not too much work for you and you could give many new options for players to enjoy your work.
Lude 21 Jun, 2018 @ 10:48am 
Balance is the main reason I prefer the techs to ethics buildings - the buildings provide a lot of return but the techs require use of finite research income, and essentially this means you extend the tech tree to later in the game and make the late game much more interesting. The buildings seem to provide a lot of resource early on.
Originally posted by Jaeger Sperm Factorie:
Balance is the main reason I prefer the techs to ethics buildings - the buildings provide a lot of return but the techs require use of finite research income, and essentially this means you extend the tech tree to later in the game and make the late game much more interesting. The buildings seem to provide a lot of resource early on.

Well if you use the CGM Buildings mod (and patch for EUTAB) the AI will build the buildings intelligently just like you and also have a better economy. In the end it will balance out.
Dumuzii  [developer] 22 Jun, 2018 @ 9:17am 
@Seig It's a fair point, as it is I don't really like the sudden drop in output or arcologies in general with how they work. Ill have another look at them next patch and probably have seperate outputs/modifiers depending on if the flesh is weak AP is taken.

@Jaeger That's fair enough, between this and other heavy mods it can slow down the late game a bit, unfortunately breaking up the mod is a bit too tricky with the way some techs unlock unique building upgrades, and if you tack on compad patches required for them it becomes a big chore in doing the most boring parts of modding (for me at least). If you want to make a lite version of eutab with some of the features I don't mind at all. Also Xnadu is correct with the smarter AI stuff.

Another option is to extend the midgame and late game sliders on game start a little. Not ideal but it should give you a few extra months for those intermediate techs.
Have you considered a full rework mod because of the major changes? If I was to make suggestions and changes, it would be in an entire word document needed to line out those kinds of things, but the one thing I would really like to see were building expansions to greatly improve the need for specializations on planets. Maybe different kinds of buildings for thrall worlds depending on ethos like spiritualist or pacifist and exc.
Dumuzii  [developer] 9 Dec, 2018 @ 2:42pm 
At the moment I'm reworking whatever I can into the new system. Some old features are going to have to be dumped but till I have a playthough or two its going to be a mess balance-wise. At the moment every single building and tech needs to be gone over to confirm what's missing and what doesnt work.
zanaikin 18 Dec, 2018 @ 11:53am 
Out of curiosity do you have a thread somewhere (Steam, Paradox forums, reddit, etc) where you're considering / discussing potential changes brought on by Le Guin's new mechanics? I'd love to join in. This mod has greatly improved my game experience and I'd love to help out in such a major update, and I doubt I'm the only one.
Dumuzii  [developer] 18 Dec, 2018 @ 3:08pm 
Thanks for your interest man, It's pretty much just here. https://imgur.com/a/OifRmwy is a overview of whats locked in at the moment for the first update which should be this weekend I hope.

Ethos unique techs ive limited to the 'social' perks, while the technology and military perks mix and match with each other - not really happy how random and unorganised this is but I dont want to commit to having to create 8 new techs everytime paradox releases a new perk.

At the moment anything with a ? next to it is open to suggestions, a few have things in place but nothing conrete, anything slightly greyed out is not going to be part of the weekend release. Also still deciding what to do with the judge dredd tech. I like it too much not to use it.

Finally anything with made up jobs, i have no idea at the moment how implementable that is seeing as each job has about 40 modifiers attached to it so its coming after everything else is in.
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