• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Axelius

Scriptkid
86 Badges
Sep 23, 2003
585
538
  • War of the Roses
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Sword of the Stars
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Nemesis
  • Divine Wind
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • Leviathan: Warships
So, I've been thinking, as much as I like the diversity in races, traits, governments and ethos there isn't really anything that fundamentally change the way you play the game. You explore, you build colonies, you research, you gather minerals, you war on your neighbours.

I guess there is some difference in how you do it, do you vassalise other empires and integrate them into your body mass, do you enslave entire alien civilisations and make them work your mines to feed your warmachine or do you build robots to do your dirtywork for you?

But ultimately, there is very little difference mechanically. The biggest I can think of is going full-robot where you stop sending out organic colonists and simply expand with synthetics, replacing your need for food with more energy.


But how different could it be? The game I've played the most that is the closest to Stellaris is Endless Space, in which each race has an affinity, that crucially shapes how they play the game. Some are that they get more money and can buy stuff cheaper, some get more research, but some have larger differences.

Among them are the Cravers, this race is in a state of perpetual war against everyone else, never rising above "Cold War" and when they take over a planet they get a huge bonus to resouce output, but after some time, this bonus disappears, to be replaced with a malus as the race devours everything on the planet. Sure, you still play according to the same rules, but in a different way.


So I was considering starting a project for traits, governments and custom races for these different kinds of play. Of course I will hope to not make them too unbalanced, to the good or bad, but the primary motivation here is to create different experiences and races.


Initial ideas are

1) Organic builders: don't use minerals to build, but instead grow buildings, pops and ships with food. Construction ships are cheap, but one-use.

2) Cravers: As described above, huge resource boost on newly conquered planets, gets bonus food or new pops from purging aliens, no resettlement cost.

3) Feudalists: Don't have sectors, but instead create vassals, think CK II in space.

4) Pirate States: Don't care about borders, can build asteroid bases capable of making corvettes almost everywhere, gains minerals and energy from destroying enemy ships and debris.
 
  • 9
Reactions:
Great Ideas.

If you were going to make something based off the cravers I would look at a tileblocker to slowly destroy the planet and then an event to transform the planet into a barren or toxic world.

I would think looking at the colonization ship files could help find a way to limit construction ship uses.

I bet the research anomaly science ship missions could be modified to create resources from wrecks and If I remember correctly the borders are gonna be open default in a future patch so this all seems at least somewhat doable.
 
  • 1
Reactions:
I really want that organic species, I really wish they were in the base game.

A species that does not use food, but instead has to build their pops with minerals would also be nice, although this would be OP on the current mechanics and would demand significant balancing.
 
They're not really balanced for how the mechanics of the game currently are (Too powerful, mainly because of how useless food currently is), something akin to how the Sowers work on Endless space would probably work better with the game's mechanics. (-50% food and 30% of minerals benefit food)
 
So, as an update my main focus is the organics, living ships have been a staple of sci-fi for ages, and we all want our hive-ships and moyas.

Currently my planned implementation is to remove all mineral construction costs and have the planet get a food modifier penalty while it is constructing. However, I'm still looking for triggers and such to make this happen. For building there is has_building_construction, but I can't find anything like it for army recruitment, ship and spaceport construction.

Resource balance is a bit of an issue, of course, in a way I like thematically how someone using organic technology can just keep growing stuff as long as they have food, but that could be overpowered in the early game due to not needing to split the resource focus. At the same time there is a potential risk in not being able to stockpile and not having asteroid bases for that extra income. Will also have to think about what to do for maintenance, one idea is to give a scaling empire wide debuff to food production as you fill up your Fleet Limit to represent supplies being siphoned off to the forces.