megacorp ferengi?
Megacorp is part of the dlc so if they follow previous then no
megacorp ferengi?
It sounds like it's set so if you don't have the DLC theyre still playable but without the special mechanics, just converts to standard corporate civics, so it could be both?
The D'Deridex will not be classified as a warbird. To be precise, it will be a battleship.
As you can read from the dev diary the Romulan battleship archetype is similar in some ways to the exploration cruiser archetype for the federation. Both are large, heavy ships that focus on support and tanking.
Josun - will need to do that when home unless another developer can do so. Can't open DDS files at work.
On a different subject, keeping with our Klingon improvements in our next update I've made a few additions. While Discovery era Klingons (Series 1 at least!) look different from their Motion Picture-onward designs, we didn't want to confuse players by having both in the mod. That said, we are going to be adding some Discovery era uniforms and adding a few skin colour variations to I feel manage to bridge the two design styles without appearing unconnected:
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The first strategic resource that will be overhauled will be Dilithium. No more a convoluted system to increase naval cap, Dilithium will be a currency used in the creation of every warp engine of every military ship. Ships will also require upkeep of Dilithium crystals, and the old exploration vs combat warp engine choices will now force the player to choose between either warp engines that are more expensive to build but cheaper to maintain (allowing you a bigger fleet overall but will take longer to get there), or cheaper engines, and costlier maintenance.
What happens if you don’t have those resources and can’t produce the ship you want? Here we are planning to introduce a major change to our ‘starport’ system. The starport buildings today allow the player to exchange energy for various resources, dictated globally by the player’s export policy.
This method works… but its clunky. Our plan now is to introduce some fun changes. The new ‘trade value’ system in 2.2 will not generate energy but instead, it will generate LATNIUM, a new strategic resource. The starport buildings will consume Latinum as upkeep and will provide any strategic resource you wish in exchange. You could also change this production per planet, using the new Decision system that replaces edicts. For those asking, we will probably change this for the Federation, so they will not use Latinum but something else.
We hope that the starport system, coupled with the galactic market, should let players obtain missing resources and to compensate for any AI issues.
Again, we would not gate major features or species behind a DLC gate. In principle, making the Orion or Ferengi be based on Megacorp content would restrict those species to the DLC. Our policy is very clear - we would never restrict the Ferengi, a major species, for DLC owners.
We might find a clever way to integrate some things or potentially have a way to make the Ferengi both exist for non-DLC owners and DLC-owners. Another option is that we will come up with our own original content, as we did for the habitats and megastructures, so players did not require the Utopia DLC.
However, it should be clear that, unless we find a way to make it works, and we will publically state we have found a solution, do not expect any major feature of Megacorp content to be included in STNH. That means nothing that could restrict those species from being played by non-DLC owners.
More than likely, until we will get a glimpse of the code during release, we won't be able to tell.
I mean you don't even need to do that. Just copy what paradox is doing with megacorps in the basegame and add DLC checks in the code, if you don't have the DLC then you still have the old megacorp civic. If you have the DLC its disabled and the authority is there instead.Personally, what I would do is create sub-mods that are tied in to the DLC's. The base mod could still be playable just as base stellaris is without any of the DLC, but create features and thinks for those who do in fact have access to the various DLC.
As for our plans to sound overly complicated, @JosunUrashima ... that's actually what's going to happen with 2.2, you realize. Ships are going to require multiple strategic resources. You will need to find sources of those resources or to trade for them via the galactic market. Our local starports simply give you a way to generate those resources at home.
There will be no need to make dilithium more common - we'd have the capital planet produce a small amount, and everything else you will get via starports/trade, if needed. Having a node will simply let you get those resources for far less cost than 'making' them yourself, which is exactly what PDX is going for.
Seems like the workaround is pretty simple, have two nearly identical ones prescripted, once with the authority and once with civic, only one will be be used and shown to the player.Not the way it works, @HandicapdHippo . Right now, you don't have fallbacks in predscribed species. That means that if a species is created with an authority that is DLC gated, that species will simply not appear in the species choice for players without the DLC.
I've been working on a way to have different prescripted empires show dependent on DLC. Not enough to hide if you don't have the DLC, we also need to have one version hide if you *do* have it.Megacorp is part of the dlc so if they follow previous then no
I've been working on a way to have different prescripted empires show dependent on DLC. Not enough to hide if you don't have the DLC, we also need to have one version hide if you *do* have it.
Long story short, test works and Ferengi and Orions (and maybe a few others) will use the new authority if you have the DLC provided it's not set up in a weird way. If you don't have the DLC they'll stay as they are. Win win.
Yeah, this is easier for us because it's expanding what we have rather than fully gating.Very cool I was just going by how other dlc content was handled. Glad to hear you can incorporate it without too much problem
Yeah, this was included as part of the Wednesday updateHave you guys done the hotfix btw to fix Interstellar Unions bugs?
As for our plans to sound overly complicated, @JosunUrashima ... that's actually what's going to happen with 2.2, you realize. Ships are going to require multiple strategic resources. You will need to find sources of those resources or to trade for them via the galactic market. Our local starports simply give you a way to generate those resources at home.
There will be no need to make dilithium more common - we'd have the capital planet produce a small amount, and everything else you will get via starports/trade, if needed. Having a node will simply let you get those resources for far less cost than 'making' them yourself, which is exactly what PDX is going for.
EDIT - I am glad to hear, however, that multiple people don't share the concern that the Federation shouldn't use a currency like Latinum. My current thought was to let the Federation trade system to generate luxury goods, and for the starports to require luxury goods. So instead of Latinum, luxury goods, showing the Federation overall higher level of prosperity.
But maybe its something that can be re-thought, if you guys don't think its an issue.