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[Stellaris] Modding Help, Ideas and Suggestions


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I've started working on the governmental portion of the mod I'm working on (civics, policies, edicts, etc.), and kind of want to do a bunch of ethos-themed civics for it (will probably rig the mod to increase the default allowed civic count).

 

Problem is I'm kind of hitting my head against a wall trying to come up with this many different themes. So if anyone wants to suggest anything, my goal is to have at least one civic to fill each of the following ethos combinations:

 

Spoiler

General Xenophile

General Xenophobe

General Egalitarian

General Authoritarian

General Materialist

General Spiritualist

General Pacifist

General Militarist

 

Xenophile + Egalitarian

Xenophile + Authoritarian

Xenophile + Materialist

Xenophile + Spiritualist

Xenophile + Pacifist

Xenophile + Militarist

 

Xenophobe + Egalitarian

Xenophobe + Authoritarian

Xenophobe + Materialist

Xenophobe + Spiritualist

Xenophobe + Pacifist

Xenophobe + Militarist

 

Egalitarian + Materialist

Egalitarian + Spiritualist

Egalitarian + Pacifist

Egalitarian + Militarist

 

Authoritarian + Materialist

Authoritarian + Spiritualist

Authoritarian + Pacifist

Authoritarian + Militarist

 

Materialist + Pacifist

Materialist + Militarist

 

Spiritualist + Pacifist

Spiritualist + Militarist

 

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Also, since I know a couple people have voiced an interest in what I've been working on. Here's a bit of an overview of my mod's progress so far:

 

Spoiler

 Core Mod   (Includes primary coding and localization that all other add-ons tie into)

  • Framework : 80% Complete
    • Completion progresses as other mod aspects finish (mostly localization at this point).
  • Policies : 30% Complete
    • Localization Complete
    • Empire Policy Framework Complete:
    • To Add: Modifiers and AI weights.
    • To Add: Policy Events
  • Edicts : 90% Complete
    • Planetary Edicts Complete
    • To Add: Civic AI Weight Influences.
  • Civics : 10% Complete
    • Core Civics Complete
    • Localization WIP
    • To Add: Ethos-Themed Civics
  • Governments : Haven't Started
    • Special Note: Don't mess with Machine governments. They break easily.
  • Name Lists  : 30% Complete

 

Species Add-On   (Includes animated species portraits and cities)

  • Portraits : 5%  Complete
    • Sketches 50% Complete (Redoing because I ran into problems with the previous designs)
    • To Add: City Scapes

 

Traits Add-On   (Includes species traits and related events)

  • Traits : 80% Complete
    • Main Traits Complete
    • Localization 90% Complete
    • Functionality Events Complete:
      • Bio-Compatible reproduction
      • Annual Reproduction
      • Incubative Reproduction
      • Synthetic Reproduction
      • Prolific
      • Impotent
      • Barren
    • To Add: Functionality Events for the following:
      • Endowments (Massive, Ample, Average (no trait), Meager, Minute)
      • Alluring
      • Insatiable
      • Sexually Repressed
      • Domineering
      • Masochistic
      • Mind Broken

Events Add-On   (Includes spatial and planetary anomaly events)

  • Open Space : Haven't Started
  • Planetary : Haven't Started (Will probably wait until the planetary overhaul patch drops to start these)

 

Empires Add-On   (Includes a list of lewd, premade empires)

  • Empires : Haven't Started
    • Brainstorming
    • Need to finish all previous mod packs first so I have things to give them.
  • Star Systems: Haven't Started

I'm keeping some of the features in separate add-ons for the time being. Both to make testing easier and because it gives a choice on what parts to play with or not. The species portraits will probably remain separate no matter what. Since that mod will likely be a bit bigger in size just from the images.

 

There will probably be a little overlap with some of the other already existing mods' features, but that's somewhat unavoidable. Since my goal with this mod is to synergize a lot of themes together to hopefully add a lot of interesting variety into what can potentially happen during a game in the process.

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  • 4 weeks later...
On 9/18/2018 at 7:32 AM, Raana said:

Also, since I know a couple people have voiced an interest in what I've been working on. Here's a bit of an overview of my mod's progress so far:

 

  Reveal hidden contents

 Core Mod   (Includes primary coding and localization that all other add-ons tie into)

  • Framework : 80% Complete
    • Completion progresses as other mod aspects finish (mostly localization at this point).
  • Policies : 30% Complete
    • Localization Complete
    • Empire Policy Framework Complete:
    • To Add: Modifiers and AI weights.
    • To Add: Policy Events
  • Edicts : 90% Complete
    • Planetary Edicts Complete
    • To Add: Civic AI Weight Influences.
  • Civics : 10% Complete
    • Core Civics Complete
    • Localization WIP
    • To Add: Ethos-Themed Civics
  • Governments : Haven't Started
    • Special Note: Don't mess with Machine governments. They break easily.
  • Name Lists  : 30% Complete

 

Species Add-On   (Includes animated species portraits and cities)

  • Portraits : 5%  Complete
    • Sketches 50% Complete (Redoing because I ran into problems with the previous designs)
    • To Add: City Scapes

 

Traits Add-On   (Includes species traits and related events)

  • Traits : 80% Complete
    • Main Traits Complete
    • Localization 90% Complete
    • Functionality Events Complete:
      • Bio-Compatible reproduction
      • Annual Reproduction
      • Incubative Reproduction
      • Synthetic Reproduction
      • Prolific
      • Impotent
      • Barren
    • To Add: Functionality Events for the following:
      • Endowments (Massive, Ample, Average (no trait), Meager, Minute)
      • Alluring
      • Insatiable
      • Sexually Repressed
      • Domineering
      • Masochistic
      • Mind Broken

Events Add-On   (Includes spatial and planetary anomaly events)

  • Open Space : Haven't Started
  • Planetary : Haven't Started (Will probably wait until the planetary overhaul patch drops to start these)

 

Empires Add-On   (Includes a list of lewd, premade empires)

  • Empires : Haven't Started
    • Brainstorming
    • Need to finish all previous mod packs first so I have things to give them.
  • Star Systems: Haven't Started

I'm keeping some of the features in separate add-ons for the time being. Both to make testing easier and because it gives a choice on what parts to play with or not. The species portraits will probably remain separate no matter what. Since that mod will likely be a bit bigger in size just from the images.

 

There will probably be a little overlap with some of the other already existing mods' features, but that's somewhat unavoidable. Since my goal with this mod is to synergize a lot of themes together to hopefully add a lot of interesting variety into what can potentially happen during a game in the process.

I got 2 pictures that i did get permission from the artists to use in a stellaris mod. they are both anthro ponies. Do you want me to message or link them? 

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11 hours ago, justhere2look said:

I got 2 pictures that i did get permission from the artists to use in a stellaris mod. they are both anthro ponies. Do you want me to message or link them? 

I could probably use them as inspirations or placeholders depending on what they are. Though eventually, once everything in the mod is working properly, I do plan on gradually replacing all of the event artwork with images I make myself.

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5 hours ago, Raana said:

I could probably use them as inspirations or placeholders depending on what they are. Though eventually, once everything in the mod is working properly, I do plan on gradually replacing all of the event artwork with images I make myself.

https://derpibooru.org/759551?q=artist%3Aswedishsnus%2C+pool

 

https://derpibooru.org/1125667?q=oc%3Avenus+spring%2C+anthro

 

here they are. 

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  • 1 month later...

I'm not sure about citizenships, but I think a lot of the slavery functions are currently hard-coded. I've tried editing new types before but haven't been able to find all of the flags that make the existing ones work.

 

If we're lucky the economic update, with the additions of an actual slave market, will make their functions fully moddable. Like some of the other things currently hard-coded that will be moddable.

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Just watched a video earlier today about the upcoming slave market in the expansion, and it looks like the new planetary jobs that pops can work are accounted for in the system. I think those jobs are going to be moddable too so creating custom slave types will be doable on at least some level.

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  • 2 weeks later...
On 11/30/2018 at 5:27 AM, ErikModi said:

Is there an easy way to make this:

 

Compatible with this:

 

https://steamcommunity.com/sharedfiles/filedetails/?id=899313553

 

Loading both mods at the same time works fairly well, but you miss a few options.

 

 

I was looking at the files and the only real way that I can see is a compatibility patch or merging them. It's pretty straight forward but a bit tedious. 

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On 11/18/2018 at 4:46 PM, Raana said:

Just watched a video earlier today about the upcoming slave market in the expansion, and it looks like the new planetary jobs that pops can work are accounted for in the system. I think those jobs are going to be moddable too so creating custom slave types will be doable on at least some level.

Yep the patch notes, which are out now, appear to include somethings with the new jobs and adjustments to the old stuff to account for the new system.

https://steamcommunity.com/games/281990/announcements/detail/1718583366155049956

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Pretty sure all mods will need to be updated in some way or other. Been looking through the coding just for my more Workshop friendly mods, and half the stuff still works while the other half is broke as heck.

 

Speaking of, I needed to look up which modifiers still work, were changed, or are newly added for one. So here's a list of the modifiers I am currently aware of that are currently functioning in game for the other modders on here.

 

I have a few more to look into to see if they still work so I'll update this if there are any more that do.

Spoiler

### COUNTRY OR GENERALIZED ###
# Uncategorized #
terraforming_cost_mult
terraform_speed_mult
megastructure_build_speed_mult
edicts_cost_mult
edict_length_mult
max_rivalries
defensive_war_influence_gain_add
force_disparity_fire_rate_mult
empire_size_penalty_mult
colony_start_num_pops_add
country_pop_enslaved_mult            # Percentage of Pops forced into slavery.
country_election_influence_cost_mult
country_ship_upgrade_cost_mult
country_naval_cap_mult
country_command_limit_add
country_starbase_capacity_add
starbase_outpost_cost_mult
country_starbase_influence_cost_mult
country_claim_influence_cost_mult
country_admin_cap_add

 

# Resource Production #
country_energy_produces_mult
country_minerals_produces_mult
country_food_produces_mult
country_unity_produces_mult
country_influence_produces_mult
country_base_influence_produces_add
country_resource_max_add
station_gatherers_produces_mult        # Orbital Resource Platforms
station_gatherers_cost_mult            # Orbital Resource Platforms

 

# Diplomacy & Trade #
country_trust_growth

country_trust_cap_add
country_trade_attractiveness
country_border_friction_mult
country_trade_fee
trade_value_mult
diplomacy_upkeep_mult
country_subject_acceptance_add
country_subject_power_penalty_mult
country_vassal_naval_capacity_contribution_mult
country_subject_technology_sharing_mult
country_integration_cooldown_mult
subject_tribute_mult
subject_integration_influence_cost_mult
country_subject_trust_cap_add
country_war_exhaustion_mult

 

# Corporate #
empire_size_branch_office_mult
branch_office_value_mult

 

# Pop Modding #
BIOLOGICAL_species_trait_points_add
MACHINE_species_trait_points_add
ROBOT_species_trait_points_add
modify_species_cost_mult

 

# Leaders #
leader_age
leaders_cost_mult
leaders_upkeep_mult
country_leader_pool_size
species_leader_exp_gain
leader_skill_levels
ruler_skill_levels
governor_skill_levels
scientist_skill_levels
admiral_skill_levels
general_skill_levels

 

### RESEARCH ###
# General #
num_tech_alternatives_add
all_technology_research_speed
country_physics_tech_research_speed
country_society_tech_research_speed
country_engineering_tech_research_speed

 

# Specific Categories #
category_materials_research_speed_mult
category_propulsion_research_speed_mult
category_voidcraft_research_speed_mult
category_industry_research_speed_mult
category_field_manipulation_research_speed_mult
category_particles_research_speed_mult
category_computing_research_speed_mult
category_new_worlds_research_speed_mult
category_statecraft_research_speed_mult
category_biology_research_speed_mult
category_military_theory_research_speed_mult
category_psionics_research_speed_mult

 

### PLANETS ###
# General #
deposit_blockers_cost_mult
planet_clear_blocker_time_mult
planet_buildings_cost_mult
planet_building_build_speed_mult
planet_districts_cost_mult
planet_structures_cost_mult
planet_structures_upkeep_mult
planet_building_build_speed_mult
planet_orbital_bombardment_damage
planet_army_build_speed_mult
planet_colony_development_speed_mult
planet_housing_add
planet_amenities_add

 

# Planetary Pops #
planet_immigration_pull_mult
planet_pops_consumer_goods_upkeep_mult
planet_stability_add
planet_crime_add
planet_crime_no_happiness_add
planet_pops_robotics_upkeep_mult
planet_pop_assembly_mult
planet_pop_assemblers_upkeep_mult

 

# Corporate #
planet_branch_offices_cost_mult

 

### POPS ###
# General #
pop_happiness
pop_citizen_happiness
pop_cat_worker_happiness
pop_cat_slave_happiness
pop_cat_slave_political_power
pop_growth_speed
pop_growth_from_immigration
pop_resettlement_cost_mult
pop_factions_produces_mult        # Faction Influence
pop_amenities_usage_mult
pop_housing_usage_mult

 

# Ethics Influence #
pop_government_ethic_attraction
pop_ethics_shift_speed_mult
pop_ethic_xenophile_attraction_mult
pop_ethic_xenophobe_attraction_mult
pop_ethic_materialist_attraction_mult
pop_ethic_spiritualist_attraction_mult
pop_ethic_authoritarian_attraction_mult
pop_ethic_egalitarian_attraction_mult
pop_ethic_pacifist_attraction_mult
pop_ethic_militarist_attraction_mult

 

# Habitability #
pop_environment_tolerance
pc_desert_habitability
pc_arid_habitability
pc_savannah_habitability
pc_tropical_habitability
pc_continental_habitability
pc_tundra_habitability
pc_arctic_habitability
pc_ocean_habitability
pc_alpine_habitability
pc_ai_habitability
pc_nuked_habitability
pc_gaia_habitability
pc_ringworld_habitable_habitability
pc_habitat_habitability
pc_machine_habitability

 

### JOB PRODUCTION ###
# General #
planet_jobs_produces_mult
planet_jobs_worker_produces_mult
planet_jobs_specialist_produces_mult
planet_jobs_simple_drone_produces_mult
planet_jobs_complex_drone_produces_mult
planet_jobs_slave_produces_mult
planet_jobs_robotic_produces_mult

 

# Resource Specific #
planet_jobs_minerals_produces_mult
planet_jobs_energy_produces_mult
planet_jobs_food_produces_mult
planet_jobs_unity_produces_mult
planet_jobs_physics_research_produces_mult
planet_jobs_society_research_produces_mult
planet_jobs_engineering_research_produces_mult

 

# Job Specific #
planet_farmers_food_produces_mult
planet_miners_minerals_produces_add
planet_technician_energy_produces_mult
planet_metallurgists_produces_mult
planet_artisans_produces_mult
planet_researchers_produces_mult
planet_refiners_produces_mult
planet_translucers_produces_mult
planet_chemists_produces_mult

 

### SHIPS ###
# General #
ships_upkeep_mult
ship_speed_mult
ship_evasion_mult
ship_shield_add
ship_shield_mult
ship_shield_regen_add_perc
ship_armor_add
ship_armor_mult
ship_armor_regen_add_perc
ship_hull_add
ship_hull_mult
ship_hull_regen_add_perc
ship_accuracy_add
ship_accuracy_mult
ship_tracking_add
ship_tracking_mult
ship_windup_mult        # FTL Charge Up Time
ship_winddown_mult        # FTL Wind Down Time
ship_emergency_ftl_mult        # Damage Taken After Emergency FTL
ship_emergency_ftl_min_days_mult    # Emergency FTL Min Charge Up Time
ship_disengage_chance_reduction
ship_disengage_chance_mult
ship_weapon_range_mult
ship_fire_rate_mult
ship_home_territory_fire_rate_mult
ship_weapon_damage
ship_sensor_range_add
ship_hyperlane_range_add

 

# Specific Damage #
weapon_type_energy_weapon_damage_mult
weapon_type_kinetic_weapon_damage_mult
weapon_type_explosive_weapon_damage_mult
ship_armor_reduction
ship_armor_damage_mult
ship_armor_penetration_mult
ship_shield_reduction
ship_shield_damage_mult
ship_shield_penetration_mult
damage_vs_country_type_swarm_mult
damage_vs_country_type_extradimensional_mult
damage_vs_country_type_extradimensional_2_mult
damage_vs_country_type_extradimensional_3_mult
damage_vs_country_type_ai_empire_mult
damage_vs_country_type_gray_goo_mult
damage_vs_country_type_fallen_empire_mult
damage_vs_country_type_awakened_fallen_empire_mult
damage_vs_country_type_gate_builders_mult

 

# Science Ships #
ship_anomaly_generation_chance_mult
ship_anomaly_research_speed_mult
science_ship_survey_speed

 

# Specific Ship Size Costs #
ship_corvette_cost_mult
ship_destroyer_cost_mult
ship_cruiser_cost_mult
ship_battleship_cost_mult
ship_science_cost_mult
ship_colonizer_cost_mult
shipsize_colonizer_build_speed_mult

 

### STARBASES ###
shipclass_starbase_damage_mult
shipclass_starbase_hull_mult
shipclass_military_station_build_cost_mult
shipclass_military_station_damage_mult
shipclass_military_station_hull_mult
starbase_shipyard_build_cost_mult
starbase_shipyard_build_speed_mult
starbase_modules_cost_mult
starbase_upgrade_cost_mult
starbase_upgrade_speed_mult
starbase_defensive_war_ship_build_speed_mult
shipsize_military_station_small_build_speed_mult    # Defense Platforms
starbase_defense_platform_capacity_add = 5

 

### ARMIES ###
armies_cost_mult
armies_upkeep_mult
army_starting_experience_add
army_experience_gain_mult
army_health
army_damage_mult
army_morale
army_attack_health_mult
army_attack_damage_mult
army_attack_morale_mult
army_defense_health_mult
army_defense_damage_mult
army_defense_morale_mult

army_morale_damage_mult
army_disengage_chance_mult
army_collateral_damage_mult

 

Edit: Made a few more additions of modifiers I found that worked. Mostly empire-wide, ship or army ones.

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I booted up the new expansion unmodded and just found out that any degree of Xenophila and Slavery became exclusive. Slavery is still allowed in the Policies menu, but impossible to execute through the Species menu. This is quite disappointing, considering this hasn't been a problem before.

 

Is there an easy way to fix it?

Screenshot from 2018-12-09 10-54-04.png

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One thing that's kicking my butt in the new expansion is Amenities.  It's really hard to keep your happiness up, and some planets just seem to scream through available Amenities way too fast.  It would be cool if, in revisions to some of the adult mods here, there was a way to implement certain kinds of pops (like, say sex slaves) producing Amenities or reducing the number of Amenities consumed in some way.  Nice bonus for a vicious slaver empire :)

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4 hours ago, katfun said:

I booted up the new expansion unmodded and just found out that any degree of Xenophila and Slavery became exclusive. Slavery is still allowed in the Policies menu, but impossible to execute through the Species menu. This is quite disappointing, considering this hasn't been a problem before.

 

Is there an easy way to fix it?

Not sure how to fix it, but Xenophiles not enslaving other species kind of makes sense. Are you any degree of Authoritarian at all? Because I think authoritarian slavery is less picky about who's enslaved.

 

I think the split between policies and species rights was done to account for sapient machine enslavement being treated as separate from organic slavery. That or it's just a side effect of unlocking some of the hard coded stuff for modding.

 

3 hours ago, ErikModi said:

One thing that's kicking my butt in the new expansion is Amenities.  It's really hard to keep your happiness up, and some planets just seem to scream through available Amenities way too fast.  It would be cool if, in revisions to some of the adult mods here, there was a way to implement certain kinds of pops (like, say sex slaves) producing Amenities or reducing the number of Amenities consumed in some way.  Nice bonus for a vicious slaver empire :)

I actually maintained a surplus of amenities in my early game, probably because I built a holo-theater which produced a lot of them, but it was consumer goods and alloy income that I was getting my butt kicked on.

 

Meanwhile, unlike the previous game version, I found myself with more minerals than I think I could ever realistically spend.

 

I feel sorry for anyone who gets screwed by the RNG and gets solar system orbital spawns with little to no volatile motes or exotic gasses.

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8 hours ago, Raana said:

Not sure how to fix it, but Xenophiles not enslaving other species kind of makes sense. Are you any degree of Authoritarian at all? Because I think authoritarian slavery is less picky about who's enslaved. 

Yup, I started as a [Fanatic Authoritarian], the species in question was added with [Syncretic Evolution], so they are arguably Xenos to begin with. The whole slavery mechanic seems to be completely reworked, it is no longer possible to enslave your prime species, only what the game description calls "aliens". This downright belongs in the [Xenophobe] tree, not only does it ruin the RP possibilities of being a friendly xenophile slaver, it makes authoritarian empires way less interesting since you can't even enslave your own people.

I'd agree that Xenophiles wouldn't bee too happy about enslaving Xenos, but this is something that should affect [Faction Happiness], not being outright impossible, this belongs to the [Egalitarian] domain. None of this has been an issue before, but now the lines between [Authoritarian/Xenophobe] and [Egalitarian/Xenophile] have been blurred, which is a shame, since all sorts of crazy ethics combinations were one of the biggest appeals of this game.

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Hm... I think I may know a workaround. Would probably be pretty easy to do with a mod too, and yeah I think it's related to some of the slavery changes. Was playing around with different ethos and civic combinations and learned the following things:

 

  • Xenophiles can't enslave entire species period. Both Authoritarians and Xenophobes can.
  • It -is- possible to enslave your primary species, but you have to take the Slaver Guilds civic to do so, and it's only 40% of the population.
  • Syncretic Evolution is mutually exclusive with Slaver Guilds for some dumb reason.

The workaround is to make a custom civic that functions like either Syncretic Evolution or Slaver Guilds (or a custom alternative for both). That way you can bypass the exclusive restriction of the vanilla counterparts and enslave both pops on your world.

 

Xenophile being a hard restriction on enslaving the entire species may be another matter, but the "country_pop_enslaved_mult" modifier used in Slaver Guilds may at least bypass it partially (in theory). Though whatever % it's set to will apply to -all- species I believe.

 

Edit: Heck with it, I'm gonna build an adjustment mod when I get home from work today. Since this broke one of my preferred play styles as well.

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7 hours ago, ErikModi said:

Make Space Sexy Again added "Sadomasochistic Evolution," basically Syncretic Evolution but with a race that was enslaved by your own.  If/when that mod gets updated for the new edition, should solve a bulk of this problem.

I AM working on it. Its just.... good god there's a lot more things to fix then I was initially expecting. And life has me quite busy. My hope is to have an updated version up on Monday. We'll see if I can actually make it happen or not, but that is my goal at this point in time.

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