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Fordítási probléma jelentése
I'm willing to create any building and design the sprites for it, but it has to be locked behind an ascension perk. Ideally we will end up with a plethora of highly overpowered buildings to reduce the tedium and create some fun in the late game but we have to be strategic and can only pick a handful.
A space elevator is considered out-dated technology in the Stellaris timeline. Probably because of how easy space-flight is for the empires in Stellaris. But I'd love something like a mega-shipyard. Alhought I'd have to experiment with finding ways to have a planet add starbase ship-construction slots (since planets don't build ships). But I'd be happy to dig around the game files and reverse-engineer the creations of other more experienced modders to see if it can be done.
I also have a suggestion of my own for having like a mega-fortress. I'll be honest I haven't played into end-game too often and not in awhile so I'm not sure what kinds of modifiers would be good for it or even if they would be useful lol, but I think it would be a cool thing to have
Deep Core Fortress - Eternal Vigilance - The devastation of the planet must be at 100% to disable the FTL inhibitor + 50% less damage to the army as a result of bombing
Deep Space Coordination Center - Grasp the Void - +2 Starbase Capacity, Starbase cost -20% , +10% Starbase hull, +10% Starbase dmg
Omega Asembler - Synthetic Age - adds +4 Replicator jobs
Ministry of Planetary Management - World Shaper - +10% energy credits, minerals, food production from jobs.
these are mine i hope you like them
And of course it would have to get alternative sprites and names + descriptions based on different ethics.
A special type of stronghold, unlocked with either Eternal Vigilance, or Colossus Project. It makes the planet either take double the time to use destroy through bombardment/colossus, or makes it impossible to destroy through bombardment/colossus.
Maybe it could do both with an upgrade from having both ascension perks, so eternal vigilance unlocks it, colossus project gives it an upgrade. - Obviously planet limited to 1.
Some sort of specialised university, unlocked with Technological Ascendancy, possibly with a unique version for a technocracy, it'd give a small boost to researcher output, give a good amount of researcher jobs, maybe it could increase the technology output of megastructures, making it a pretty viable lategame building to combo with a science nexus.
Of course, on the other side of the coin, you could have some sort of megachurch, or megatemple, possibly with a unique version for an exalted priesthood/imperial cult. It'd be unlocked with either Consecrated Worlds or Mind Over Matter, and would give some unity boost, as well as a possible boost to unity outputs of megastructures, making it a good combo with the mega art installation.
Hope one of these catch your eye.
Also planetside assembly plants (increase starbase shipyard size)
Logistics offices (naval cap increases)
Other buildings that affect pop politics (like an embassy row or something that increases xenophile, etc).
My suggestion: make Space Elevators a special building that can only be constructed if there's an Habitat above the planet. The Elevator would connect the colony and habitat, moving people and goods in a cheap and efficient way, providing a bonus to trade value and migration.
Some that are harder to place behind ascension perks (may be generic enough for anyone to get similar to most megastructures).
Deep Core Exploiter, Lots of mining, lots of minerals, some alloy and/or consumer good producers attached for good measure.
Planetary Thermal Engine, Lots of energy, maybe some science or unity.
Agriculture Megafarm (Not very good name honestly), Lots of food and some extra.
GeoFront (Evangelion Reference), Like a Spire, but built to survive a literal apocalypse.
upkeep 300 energy and 10 volatile motes.
and once build you can build a city size mobile fortress call the planet siege engine or pse for short cost 3000 minerals. time 10 years in game time. army damage 40.00 - 70.00 morale damage 90.00 - 180.00. collateral damage 500%. health 4000. morale immune. maintenance 1000 energy. the pse is unlock with the mega factory tech
only mega-corp and materialist and machine empire can unlock the mega factory tech
ps love your mod
(edit) i forgot to add jobs and amenities to the description
"Using the unstable nature of volatile motes, we can heat up the core of the planet to significant levels that can then be sustained with minimal energy use. The large temperatures can be used to obtain larger amounts of energy than are used in the startup process. The heat can also be used for the rapid refinement of alloys. All this would also be useful research material for our physics researchers."
Cost:
1000 alloys
450 energy credits
700 volatile motes
Upkeep:
100 minerals
40 volatile motes
Produces:
100 energy credits
80 alloys
50 physics research
15 "Hyperheater worker" (specialist) jobs
Requirements:
Arcology Project (ascension perk)
Quantum Field Manipulation (research)
Nano-Separators (research)