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You can grab the previous version on github here: https://github.com/oatmealproblem/michael-makes-stellaris-mods/tree/1796e8522edb0075a57aae0fca49042049b7c79e
Click the green "Code" button then "Download ZIP" (and google how to manually install Stellaris mods)
Note that there's no specific logic for the new Wilderness hive minds yet. They are VERY different, and I don't have a good feel for how they work. Some shortage modifiers might not make a lot of sense for them.
And mutation can straight up have it so they just adapt to the new situation of less food mutating for survivability and making it harder to actually whittle them down
Currently it's unknown if there will be any major civics that will affect stuff like what you're doing here but I can imagine the ascensions will definitely affect it. For example you can have it so purity doesn't have as much problems since they literally perfected their genetic code and I can imagine that also means perfecting not needing to eat as much and having more energy when you have less.
trade is now a pooling resource that is consumed for planets that have a deficit of any kind and for when fleets are not docked. Doubling if fleet is in enemy territory. This is supposed to represent truckers and supply ships traveling between the planets to bring them the resources they require.
Original benefits from trade laws still apply but are only given if over trade capacity. Nerfing trade builds but making it so now everyone cares about trade including hive mind empires.
- I didn't play the beta much; I know local shortages require trade now. Does anyone know, do sieges have any effect? (Eladrin mentioned he was thinking about this, when they first introduced the trade rework). If not handled by vanilla:
- Besieged planets shouldn't produce any trade value
- Shortages on besieged planets shouldn't consume any trade
- Shortage effects need to be changed for the new "Wilderness" living planet hiveminds
- Shortage effect changes needed for any other new civics or ascensions?
Hopefully, 4.0 don’t mess it.
"We’re likely to revamp [trade value] into a proper resource, though I’m also considering ways of also using it to simulate supply lines and local planetary deficits"
"Though if the planet were being bombarded, I'd probably want to experiment with blockade effects."
"Maybe storage depots prevent any negative blockade effects for a while, or cloaking techs."
It'd be awesome to get all that in the vanilla game :)
- Integration with Planetary Diversity (jobs from dome stations are disabled during siege)
- Individualistic machines will now be unhappy during an energy shortage
- Virtual pops get an output penality during an energy shortage
- Support for various modded capitals and resource silos (subscribing to the Merger of Rules is highly recommended!)
I mostly use the default "indiscriminate" stance and rarely "armageddon"
"I recently get aware that planets never surrender anymore." I'm not 100% sure what you mean.
A few versions ago, Stellaris added planetary surrender to the base game. At that time, I removed this mod's separate surrender mechanics. This mod can assist the base game surrender mechanics though: local mineral and energy shortages will increase bombardment damage (so you can kill their armies quicker)
Which goes with the idea of siege warfare as the invader have to feed a ever growing army against a fortified army to remove the defenders from their fortified locations that is highly resistance to bombardment and force players to care more about their army builds and commanders leading them.
But that maybe asking to much, so maybe skip the second part. Just thought it go well with the idea of improving siege mechanics and would go well with your mod.
For your 2nd point, I don't quite follow what you're suggesting. Local self-sufficiency on a fortress world with a shield is already a very good combo in the mod (though eventually bombardment can cause enough devastation to cause deficit)
I think it be be a great partner mod to this one.
Another thing is can I suggest that if planets produce said resources combined with a fortress/stronghold and shield generator, the planet gets a bonus to resist bombardment. Making it more difficult and longer to take the planet. And with multiple strongholds, it is possible to make build indestructible as they have the resources to repair them as fast as the enemy destroy them, making it so a ground invasion has to happen to take the planet. Making fortress worlds even deadlier.