Stellaris

Stellaris

Dedicated Worlds
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LastLeviathan  [developer] 17 Jan, 2017 @ 12:57pm
Suggestions
Post any suggestions you wish to share here.
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Showing 1-15 of 29 comments
PBG 18 Jan, 2017 @ 8:06am 
Industrial Worlds or Forge worlds: These see a general boost to your planets mineral and energy production but at the cost of habbility of around 20% or more while adversly affecting reserch by possible 60% and also lowering happiness.

Sanctuary Worlds: Planets which are protected under law driving up the cost of removing blocking tiles and slowing population growth. However they increase happiness of the pops living there and generate huge bonuses to social reserch.

Test World (needs a better name): These worlds are where you test reserch and or new technologies. They should have a -20% to habability and -10% to happiness due to dangerous weapons and technology being tested there, but increase your reserch production on the planet as a result.

Royal world: Okay this one should only be avalible to dictator based goverment but it is essentially a world dedicated towards generating influence. Its your leaders own private planet where they live and can retreat to. I am not sure what bonuses it can have and I do not feel it should be the same world as a planatery capital but it could add bonuses like extending leader lifespans and having a set or flexible boost to the production of influence. However it should see reduction in population groth (remember its a private planet), resource production and tile removal. However it could see a happiness bonus to the planets population, social reserch bonus and also unique building types?
LastLeviathan  [developer] 18 Jan, 2017 @ 1:05pm 
Originally posted by PBG:
Industrial Worlds or Forge worlds: These see a general boost to your planets mineral and energy production but at the cost of habbility of around 20% or more while adversly affecting reserch by possible 60% and also lowering happiness.

Sanctuary Worlds: Planets which are protected under law driving up the cost of removing blocking tiles and slowing population growth. However they increase happiness of the pops living there and generate huge bonuses to social reserch.

Test World (needs a better name): These worlds are where you test reserch and or new technologies. They should have a -20% to habability and -10% to happiness due to dangerous weapons and technology being tested there, but increase your reserch production on the planet as a result.

Royal world: Okay this one should only be avalible to dictator based goverment but it is essentially a world dedicated towards generating influence. Its your leaders own private planet where they live and can retreat to. I am not sure what bonuses it can have and I do not feel it should be the same world as a planatery capital but it could add bonuses like extending leader lifespans and having a set or flexible boost to the production of influence. However it should see reduction in population groth (remember its a private planet), resource production and tile removal. However it could see a happiness bonus to the planets population, social reserch bonus and also unique building types?

I quite like these, I'd change the bonuses but they are in the general direction I had wanted to go. Experimental World sounds good, I think, in place of Test.
Last edited by LastLeviathan; 18 Jan, 2017 @ 1:06pm
Lord Sam Sinister 18 Jan, 2017 @ 5:26pm 
Is that Sanctuary World like a national park? I'd like a more extreme version of that for xenophiles and spiritualists that could be called nature preserve and holy world, respectively. They could completely prevent colonization but grant some kind of stacking empire bonus for each one created.
TexStarshine 18 Jan, 2017 @ 9:29pm 
Why not a more generalized version of the "palace" idea. Having it could generate a combination of political power and would influence your empire towards your official ethics, but you only get one, and it's based on your government type. so for military republics or dictatorships, it would be a massive parrade ground, for a democracy it's the congressional/parliamentary offices and beauracracy that would allow politicians to keep more closely with their constituents, for a peaceful government it's beautfil gardens and gloriously attired officials doing hippie stuff, think alderaan, for more materialist govs, it would be a huge academy that much of your population goes through, etc.
ieatfood5512 20 Jan, 2017 @ 12:31pm 
Hollow World- Basically a way to increase the max pop of a planet by hollowing it out and putting citys and such inside the planet as well. What it would do is increase the planet by one size, meaning you could turn a 11 or 9 tile planet into a 12 tile planet. This would work up for other sizes as well (if you had 12-15 at start you would go up to 16 and if you had 16-24 you would go up to 25 and it wouldn't work on size 25 planets). However, none of the new tiles would produce anything by themselves, and this could only be done to ecumenopolis or foundry world.

Garden World- Half of the tiles on the planet are set aside for things like palaces and hotels and the like. These tiles would produce energy and socialty research (its basically a place for diplomats and such to go) but would also consume food and minerals at a very high rate. You also can't build ships here.

Temple world- Only for religous groups, same as a garden world but makes influence insted of social research.

Foundry world- The whole of the planet is dedicated to the production of space craft. Large Reductions to ship cost and build time, but produces anything that isn't minerals or food at -50%
Gamerofwar99 20 Jan, 2017 @ 4:44pm 
I was just wondering, in regards to the Ecumenopolis, is there a way to make it so more people can live on a planet then 25? Because assuming that each pops was a billion people (which is fair to assume), say you plug in the number for the population density of New York city (28,052.5/sq mile, ignored the .5 in my calculations), and that was the population density of the entire US (3.79 million sq miles). the population will be 106,317,080,000. That is 4 times the pop limit of any planet, and this number only applies to the surface area of the United states of America. When applied to the whole of the Planet Earth (which we'll assume in game is equivalent to 16-17 planet size), you can reach a population population size of 5,524,659,350,000. that is 221 times the population of any planet in stellaris. If it's not in any way applicable to add a way to scroll around the pop screen of planets, then that's understandable; however, if it is possible, then perhaps you should make it so that a planet can't just become like this, by one edict. Like make it so there's a route that has to be taken. For all I know this is already applied in some fashion, as I got this mod recently and haven't made a new game, but I sincerely doubt that it's been applied to the point where planets 221 times the vanilla limit has been made possible.
LastLeviathan  [developer] 20 Jan, 2017 @ 5:14pm 
Planets can not have more than 25 tiles. You can make the second size 200 but all it will change after 25 is the visual size.
Gamerofwar99 21 Jan, 2017 @ 6:05am 
Fair enough. Then perhaps another way to implement it is to make it so each individual pop is many, many times more usefull? Like all stats buffed by several hundered times? But of course then there's the problem of balancing that out so that it would take a great deal of time to make a Ecumenopolis.
Recognizable 24 Jan, 2017 @ 7:38am 
Was wondering if you could add an ethics divergance modifier to prison worlds so that you could use the prison worlds as "reeducation" worlds to reeducate pops to your ethic.
Jester Orion 25 Jan, 2017 @ 7:41pm 
Shipyard world.
Maj. Malfunction 8 Feb, 2017 @ 6:08am 
Shrine or Temple worlds that are limited in number but give empire wide bonuses to ethics reduction. I would also say similar towards prison worlds, limited in number but give an empire reduction to ethics divergence. Nothing like the threat of being sent off world to an industrial hell-hole to keep the population in line. Throw an empire wide happiness malus due to the existence of prison worlds as a balancing act.

Basically I love the idea of planet wide cities and the ethics divergence that would be created by so many people living in less than pleasant conditions and think that it would be cool to have to have a shrine/prison world or two to keep them in line, much like you need agri-worlds to keep them alive.

Also, with regards to agri-worlds, perhaps increasing ethics divergence on the world and decreasing how fortified they are? Its an alright way of representing smaller farming communities that are insular (With regards to ethics divergence) and how decentralised worlds are harder to defend.

Finally, although I don't know if this is possible, there is a modifier to increase how likely pops are to move to a planet, is there an equivalent modifier to increase how likely pops are to move away *from* a planet? Could be a good way of letting empires with free migration representing people moving away from the hive cities to less cramped conditions.

One last thought: Temporary modifiers in times of war to increase the pull of fortified worlds or capital worlds during war time. Nothing like the threat of annihilation to get refugees flocking in. I would also slap ethics divergence on such worlds, plus perhaps a decrease in food production and happiness and an increase in minerals to represent refugees flocking to the core planets (And working), even if they don't migrate (Cause the migration system is a bit wonky)
Leafenzo 26 Feb, 2017 @ 2:27pm 
Just a small thing, could you make it so that when you mouse over the dedication edict it tells you what its doing? like what you see when you mouse over the planet affect bubble after it's dedicated. When your low on influence it's costly to spend it a dedication that you don't exactly what your getting for. (i.e getting a trade world without knowing it will kill your engineering lab.)
LastLeviathan  [developer] 26 Feb, 2017 @ 2:42pm 
Originally posted by bioinformatic:
Just a small thing, could you make it so that when you mouse over the dedication edict it tells you what its doing? like what you see when you mouse over the planet affect bubble after it's dedicated. When your low on influence it's costly to spend it a dedication that you don't exactly what your getting for. (i.e getting a trade world without knowing it will kill your engineering lab.)
Yes, not a bad suggestions. I realised this during one of my own playthroughs and it can be rather annoying.
I added a planet-scope variable to food production estimation function in the latest release of Food Imports/Exports to account for bonuses and penalties added by other mods. You can hook into by adding and subtracting from the variable. The ag world, for example, would have the following:
change_variable = { which = unrecognized_food_production value = 0.75 }

And the ecumenopolis would have:
change_variable = { which = unrecognized_food_production value = -0.50 }

The food production estimates are used to determine how much food exporters have to export, as well as how much food importers need to feed their populations. Hooking into it is not completely necessary, but absent that ag-world exporters will cut off exports while still having plenty of food left, and ecumenopolis importers will under-request food for themselves.
Last edited by Shark that walks like a man; 2 Mar, 2017 @ 12:05am
LastLeviathan  [developer] 2 Mar, 2017 @ 6:06am 
Originally posted by Shark that walks like a man:
I added a planet-scope variable to food production estimation function in the latest release of Food Imports/Exports to account for bonuses and penalties added by other mods. You can hook into by adding and subtracting from the variable. The ag world, for example, would have the following:
change_variable = { which = unrecognized_food_production value = 0.75 }

And the ecumenopolis would have:
change_variable = { which = unrecognized_food_production value = -0.50 }

The food production estimates are used to determine how much food exporters have to export, as well as how much food importers need to feed their populations. Hooking into it is not completely necessary, but absent that ag-world exporters will cut off exports while still having plenty of food left, and ecumenopolis importers will under-request food for themselves.
Interesting, I'll try and put this in.
What's your plan with global food being a thing next patch?
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