Any stargate fans here? What would you like to see?

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RgZera

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Hey id like to know what stargate fans would like to see in stellaris. Apart from ships ofc coz some are already there and others may take forever XD

Since the series, despite being extremely long, gives little to go on concerning some races your own ideas are also welcome. Like the wraith only ever used 1 type of weapon on their ships... not much to go on. Also little is known about their tech. Our knowledge is even worse when it comes to the nox.
 

Dementor4

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Hey id like to know what stargate fans would like to see in stellaris. Apart from ships ofc coz some are already there and others may take forever XD

Since the series, despite being extremely long, gives little to go on concerning some races your own ideas are also welcome. Like the wraith only ever used 1 type of weapon on their ships... not much to go on. Also little is known about their tech. Our knowledge is even worse when it comes to the nox.

Stargates
The obvious addition would be planet-based wormholes: buildings that reduce migration time and relocation cost to 0 when traveling to another planet with one of these buildings, and allows for immediate movement of armies between said worlds. Maybe a unity boost, representing a reduced cultural drift due to easy travel between worlds. Naturally these could be found on various primitive planets. Using them would require a rare tech, one that drops most reliably when an "archaeologist" scientist is running your society research. Building new gates requires a late-game physics tech.

Stargate Exploration
I'd love it if you could assign a team of leaders on missions through these gates, making friendly contact (or not) with other primitive worlds that also have the gates. That's the core premise of the show, after all. I'm not sure how to handle it mechanically, likely events that periodically fire once you have the ability to use a gate and own a planet with one on it. The event would have different options based on the leaders you have available. So the event fires and picks a planet from the galaxy with a gate on it at random. You're informed that your scouts have identified a medieval civilization on a planet through the gate. By default you can:
  1. Ignore them
  2. Send an army and just conquer them. This will usually work with your superior technology, but there can be unusual circumstances. You also lose out on some other rewards by doing this. All the usual problems with subjugating primitives apply.
  3. Send a small military force led by a general to assess military strength and potential risks. This is a good first step, before making other moves, but if things go badly and hostilities break out you can lose your shot at the science mission or diplomacy. The generals' traits are relevant: avoid sending a "butcher" general to a world you want friendly relations with. Maybe a glory-seeker general would make a good first impression on a viking-esque warrior culture.
  4. Pick a science team led by a scientist to learn what he can from them. The scientist's traits are relevant. Archaeologists are always a good choice here. If you have reason to suspect there's ancient tech on the world, a leader with a relevant specialty might be best. Some hostile worlds will capture a scientist if you don't send through a general first.
  5. Send a diplomatic team led by a governor to establish friendly relations. Same idea here, where the governor's traits are relevant to the outcome of the mission. Like scientists, diplomats sent to a hostile world without first establishing a basic military presence there can be captured and require rescue.
Like anomalies, most gate missions will be fairly simple, and you can send through your leaders in any order you like and face no particular hardship, and you'll get very basic rewards (small amounts of research, unity, or resources, depending on your choices) but others will have a "right way" to do them, hopefully one that can be gleaned simply by reading the event text and being generally aware of common Stargate tropes. These more complex missions will have better rewards for success, such as progress on certain advanced technologies, special traits for your leaders, or other goodies.

Civic: Gated World
This civic allows you to start the game with a Stargate on your world (but not the ability to use it) built by an ancient precursor race. In addition, a random number of primitive worlds scattered across the galaxy will be inhabited by your species, or subspecies thereof.





For the Goauld:
A "Parasitic Overlords" civic that adds a secondary species to the empire. Core mechanics:
  • The player (or AI) gets two species to design, one the parasite itself and the other the starting hosts.
  • No pops are ever created of the parasite species (the Goauld themselves are very limited in number)
  • When a leader is created for the empire, from any species in it, the traits of the parasite species is applied to it. (It still has the appearance of the other species) This represents an individual that is a host to one of the parasites.
  • As such you are free to design your parasite species exclusively with leadership traits: charismatic, enduring, talented, etc. (Perfect for the Goauld.)
  • Requires some degree of authoritarian
 

Nomad93

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For the Goauld:
A "Parasitic Overlords" civic that adds a secondary species to the empire. Core mechanics:
  • The player (or AI) gets two species to design, one the parasite itself and the other the starting hosts.
  • No pops are ever created of the parasite species (the Goauld themselves are very limited in number)
  • When a leader is created for the empire, from any species in it, the traits of the parasite species is applied to it. (It still has the appearance of the other species) This represents an individual that is a host to one of the parasites.
  • As such you are free to design your parasite species exclusively with leadership traits: charismatic, enduring, talented, etc. (Perfect for the Goauld.)
  • Requires some degree of authoritarian

Someone should really create a minimod like this, if it can be created. I've been after it for like a year now.
 

RgZera

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These are pretty good ideas, thx :)

The goauld parasitic stuff i kinda have in my mod but not in the way you described. I made them spawn with jaffa without using any civic.
For now i dont have separate skins for them so they use the same portrait type and it makes it hard to choose between them. But actually all jaffa also have goauld in them (except for free jaffa who are an entirely different species even in my mod)

Still i like the idea.


The gates i also have in my mod but i dont yet know how to remove resettlement cost. For now it just gives resources and such (exploting primitive world but without actual events)
Also all my stargate species spawn with stargate on their planet (which is kinda evident since most races were created with the dakara superweapon and it only reached planets with gates)
The events i can probably make though, will take some time XD

You have any more ideas?
 

NikMazza

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Stargate Exploration
I'd love it if you could assign a team of leaders on missions through these gates, making friendly contact (or not) with other primitive worlds that also have the gates. That's the core premise of the show, after all. I'm not sure how to handle it mechanically, likely events that periodically fire once you have the ability to use a gate and own a planet with one on it. The event would have different options based on the leaders you have available. So the event fires and picks a planet from the galaxy with a gate on it at random. You're informed that your scouts have identified a medieval civilization on a planet through the gate. By default you can:
  1. Ignore them
  2. Send an army and just conquer them. This will usually work with your superior technology, but there can be unusual circumstances. You also lose out on some other rewards by doing this. All the usual problems with subjugating primitives apply.
  3. Send a small military force led by a general to assess military strength and potential risks. This is a good first step, before making other moves, but if things go badly and hostilities break out you can lose your shot at the science mission or diplomacy. The generals' traits are relevant: avoid sending a "butcher" general to a world you want friendly relations with. Maybe a glory-seeker general would make a good first impression on a viking-esque warrior culture.
  4. Pick a science team led by a scientist to learn what he can from them. The scientist's traits are relevant. Archaeologists are always a good choice here. If you have reason to suspect there's ancient tech on the world, a leader with a relevant specialty might be best. Some hostile worlds will capture a scientist if you don't send through a general first.
  5. Send a diplomatic team led by a governor to establish friendly relations. Same idea here, where the governor's traits are relevant to the outcome of the mission. Like scientists, diplomats sent to a hostile world without first establishing a basic military presence there can be captured and require rescue.
Like anomalies, most gate missions will be fairly simple, and you can send through your leaders in any order you like and face no particular hardship, and you'll get very basic rewards (small amounts of research, unity, or resources, depending on your choices) but others will have a "right way" to do them, hopefully one that can be gleaned simply by reading the event text and being generally aware of common Stargate tropes. These more complex missions will have better rewards for success, such as progress on certain advanced technologies, special traits for your leaders, or other goodies.

Love most of the ideas!
I think this one in particular could be like the shroud, where you spend energy credits to open the Stargate and have a bounch of quests or scenarios