Stellaris

Stellaris

EAC: New Additions
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The Dadinator  [utvecklare] 23 sep, 2017 @ 16:20
Suggestions Thread
Here is a place to put suggestions to improve our mod.
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Have you considered adding more options for different buildings to build on special tile deposits? Right now, there's not much decision tension in play when looking at what to build on those tiles: the best choice is almost always going to be this mod's one building meant for that resource.
The Dadinator  [utvecklare] 8 okt, 2017 @ 0:43 
Like what? I am open to suggestions.
Just quickly spitballing some concepts, I know some of these names are pretty weak.


Rare Minerals
- Luxury Factory: using the rare minerals to mass-produce luxury goods, something to the tune of impact on consumer goods, happiness, maybe mixed production of some sort?
- Museum of Geology (Geological Preserve?): preserves the rare mineral deposits in a massive museum (either like a proper museum, or could be similar to one of those cave expedition places?), probably impacts on things like migration attraction, some research production?

Fertile Lands
- Botanical Gardens: instead of using the fertile land to support exceptionally fecund farming, create a preserve/resort kind of environment with the fertile land sustaining large numbers of lush/exotic plant life? Probably society research, happiness bonuses, unity, those kinds of things.

Unusual Metals
- Architectural Manufactory: applying the same principles the Alchemist's Forges uses to improve ship production to benefit planet-side construction? Building cost/speed effects? Smaller engineering generation, similar production bonus?
- Alchemical Mine: aggressive direct mining of the rare metal deposits, probably something like a super-charge Rare Minerals Mine at the expense of reducing planetary happiness or something similar.

Gravitational Anomaly
- Anomalous Arcology: a facility taking advantage of the anomaly to construct otherwise impossible habitation blocks and studying the impacts of life in such circumstances. Some kind of empire bonuses pertaining to spaceports or habitats? Society research, habitability effects?
- Engineering Test Site: similar to the Arcology, but taking advantage of the anomaly to test engineering/manufacturing techniques that would normally be impossible planet-side, or perhaps at all. This could be... really just about any engineering-themed bonuses in the game, come to think of it.
- Gravitational Operations Facility: a military installation using the anomaly as part of training program for exo operations and combat in hostile environments?
The Dadinator  [utvecklare] 8 okt, 2017 @ 8:18 
Those are some awesome ideas! Let me talk about it with my son and see what we can do. I will make sure and give you credit for anything we come up with in these areas.

We should also look into additional uses for the vanilla special resources too. I would love to create something olanet-side that could hurt bombardment ships and/or shoot down landing armies but haven’t had the time to see if it was possible. Again, great ideas!
The Dadinator  [utvecklare] 8 okt, 2017 @ 12:38 
We are going to do it as supplemental buildings, so as an example for the Luxury Goods Manufacturing Plant, you will only be able to build it on a planet that has a Rare Mineral Mine. It will be planet unique too.
Thanks so much for considering and implementing this suggestion! I'm very excited to have been able to contribute to expanding the gameplay this mod offers, and the supplemental route sounds like an interesting approach.
The Dadinator  [utvecklare] 8 okt, 2017 @ 17:36 
The supplemental buildings are live! Thank you again!
Maybe a Shopping complex that uses the Luxury goods made by the Luxury Goods factory to increase happyness and produce a ton of energy?
Prehaps a Hi Tech Goods factory?
Maybe a R&D Department that uses the hi tech goods and increases how strong your weapons and hulls are {Plus research speed}?
The Dadinator  [utvecklare] 5 feb, 2018 @ 13:12 
Thank you! I will keep it in mind while getting the mod working for 2.0.
Gray Death 4 mar, 2018 @ 15:32 
Hi, I have a suggestion to the advanced prefabrication facility. As it is now, its nearly useless with the requirement of a planetary capital on the planet.

By that time nearly all buildings on planets are already constructed, excluding huge ones. Maybe you would consider it to be build with a planetary administration?
Than the building would be of use for most planets.

Another thing is, that the tech cost for it is 0.
The Dadinator  [utvecklare] 5 mar, 2018 @ 14:35 
Thanks for the feedback. I will look into it hopefully this weekend.
The Dadinator  [utvecklare] 9 mar, 2018 @ 15:47 
The mod has been updated to fix the zero tech and have the buildings come earlier in the build lifecycle. Thanks for the feedback!
Have you considered adding some sort of powerful Assembly Yard module to starbases? One outdated mod had a module called “Universal Assembly Yards”, maybe you could add something like that giving bonuses to Ship Construction and allowing Titans be built by it too?
The Dadinator  [utvecklare] 27 apr, 2018 @ 14:53 
So why build this new building vs. tttan yards? Because it buffs construction?
Ursprungligen skrivet av The Dadinator:
So why build this new building vs. tttan yards? Because it buffs construction?

It provides good buffs in addition to building Titans. It would be a late game thing.
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