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As previously stated, we made a separate upload to leave this one as a legacy for 2.8 players.
If you want to play this mod on 3.0, head HERE
We also added support for the brand new Dynamic Mod Menu which removes the "open mod menu" edict to clear a bit the edict list ;)
@CactusJuice This would probably be possible to implement, but I see one major problem with it, in that if you force spawn these corporate empires and then the mod turns them into sub-national corp subjects, they still took up spots as full empires during game init and you're now out however many empires in your galaxy as you force spawned corps. That seems like a big downside.
For example you could force spawn UNE, but then also create a custom empire that is "tied" to UNE when it spawns via a pair of civics or origins. Mods like Distant Origin and Federation Origins have similar features, but they let you spawn independent nations/federations, not corporate subjects like this mod does.
The idea of having randomly spawning corporations is interesting, but I'm curious if it'd be possible to customize those corporations in the empire creation, and then force spawn them.
Anyway, we think that we should be ready to upload tomorrow (#nopromises)
We are also thinking of letting this mod for 2.8 and uploading a new one for 3.0 (because there will be people that don't like the 3.0 update, so letting them at least have the actual version of the sounds nice)
@xaviercorothers That could be an interesting idea to explore. Corporate colonies is an idea we're interested in but still thinking about the best way/the feasibility of implementing. I think I'll take a look at if that idea could work!
We are working on it!
@StarKelp Yeah, we are thinking of changing how stations work to remove that issue. Nothing certain yet
I don't have too many concrete thoughts so far, other than two things related to them building stations:
A: Perhaps show a base value of some sort in the policy menu?
B: It should maybe get more expensive after each one, beyond the first. If it isn't already. It feels like any secondary corps that spawn in my empire never get a chance to truly claim stations, as the primary corp already monopolized everything.
I think I'll try to boost up the price of them to max from start to see if that helps.
Idea #1 Right now there is no way to affect the market price, and only dirty ways to get the market price. Although converting resources to money using that price could be an interesting idea indeed. (Keep in mind that the corps have no AI, we have to script all of their actions :P)
Idea #2 There is no little profit! And corps have a boost to resource mining (mainly due to not being affected by difficulty bonuses). Making them prioritize bigger sites could possibly decrease performance, we would have to do some tests
Idea #3 IIRC we had a kinda similar idea, but I'm not sure that it would bring a lot of fun to the player (a tiny bit of immersion maybe?)
Request #1 That's really difficult to make it work properly in stellaris while keeping a good performance. The "previous" mod iicso wanted to do that, but Stellaris isn't really adapted for it
Idea #2: corporations only target mines which are of a minimum size. Corporations would naturally try to maximize profit so they would only develop lucrative sites. This prevents them from mining out entire systems which is annoying.
Idea #3: As systems are surveyed by the nation the system could be 'listed' for development and corporations could bid on the system to develop its resources.
Request #1: any chance you could make resource inventories more localized and then use corporate (or nation) shipping to move them about to where they are needed... with a cost and a profit of course.
Corps which make finished products ought to buy their inputs from the market and sell their outputs into the market. This would also affect their P&L and the taxes they pay.
One of the interesting effects this has is that when the player sets a controlled buy in the market it will prompt corporations to increase their mining and manufacturing... and when a controlled sell is placed on the market it would slow the development of corporate mines.
In our mod, the corps also give you (taaaaax) resources (energy, minerals, food, CG, alloys) based on their benefits in that resources (minerals should be > 0 most of the time, energy can be negative if they have many fleets). And you can determine the tax rate (from 0 to 60% of the benefits).
The only downside is that the taxes aren't displayed in monthly earned :(
(we could maybe do a dirty hack in 3.0, not sure)
Your issue should be relatively easy to fix: you only have to change the scale of "cargo_transport_containers_mesh" (and the other 2) located in Stellaris/gfx/models/ships/other/_other_meshes.gfx (haven't looked for the other 2)
@malthric Not right now! Maybe in the future? Although it would probably still cost influence