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Mitchz95

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Is there a way to change a colonized planet's name to a random name from its owner's name list? Would set_name = random do it, or would that select a name from any name list?

set_name = random works fine.
 

Ajey

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Recently i discussed an idea with a mate. I wanted to share it with you because i am already busy with working on other mod projects but i think there would be a lot of demand for such a mod..

Problem: the current population growth system of stellaris is not realistic and causes issues especially in lategame. Your planets basically produce endless pops. Even if you already have a full planet with no possibilities to enhance capacity anymore it still produces pops (and i don't like the option to spend influence on stopping growth). Now, sure you can move them to other planets but the problem persists and it's unrealistic because there is no endless growth in reality.

Solution(?): what if somebody could create a mod that adds population growth dependant on free housing(and maybe also free jobs)

Main Goal: pop growth would decline or not increase anymore once you reach an overcrowded planet state where you have lets say 1 or 2 unemployed/homeless people, because people are literally dieing on the street. If you move the pops to other planets => growth could resume. But if those pops stay for a while => population growth should decline until maybe only 2 or 1 or no homeless pop is/are left. If there is 0 or 1 homeless pop => population growth can resume.

Possible further enhancement: making pop growth more dependant on other factors than migration as well to make it more realistic and add more options for players to increase/decrease pop growth by certain tactical/strategical actions (those additions should take into account, that there should still be a possible state of reduced or non increasing pop growth on an overcrowded planet). And yes i know there are possibilities like spending food to increase pop growth - which is fine in my opinion. But i wanted to have more passive modifiers on pop growth to make it more immersive.

Would be nice if somebody is interested in working on such a mod =)
 

Omniscient

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Hello. A few weeks ago, I found a mod on the workshop that created new civics that allow gestalts to give non-gestalts residency rights, but now I can't find it again. Does anyone else know where this mod is? I remember that it gave non-gestalts their own stratum, with energy upkeep (to simulate buying consumer goods) and unique jobs.
 

Empress MewMew

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Can we get the ability to add custom pop spawned army types? At the moment, whenever you put is_pop_spawned = yes under any defensive army type it overrides all other army types that use that variable, allowing for one pop spawned army type.

Been waiting for the ability to spawn army types from pops since the 2.0 rework. Easiest thing would be to allow us to edit/create new pop_defense_armies modifier(s).
 
Last edited:

Muhrks

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Could somebody please make a mod, which always shows the district numbers in planetary view (below the squares), not only if it exceeds a certain number?
Counting those squares over and over again is making my eye bleeding :/

Thanks in advance.
 

Mitchz95

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I'd love to be able to use a planet's distance from its sun (or a moon's distance from its planet) as a condition or a scope or something.

Also, being able to toggle a planet's orbit lines on or off via event.
 
Last edited:

Rodmar18

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Retailoring sectors after they are created

Is there a way to remove a border system from its sector, so that it may become the capital of a new sector (or simply switch to this new sector)? Currently, once created, a sector will include all non-yet sectorized, claimed systems, as well as yet-to-be-claimed systems, up to 3 hyperjumps. Now, if on the 4th hyperjump, there's a newly colonized planet, it becomes the capital of a single system sector at worse, or it may be on the border of a new sector extending 3 hyperjumps away in but a single direction. Also, non colonized, claimed systems may fall out of any sector because nearest planet is within 3 hyperjumps from its sector's capital world, etc.

I feel like reassigning a system to a touching sector could be of interest, not only for realism sake, but in case mods grant production benefits to systems that belong to sectors (to begin with vanilla governor bonuses, if they apply to systems).

So, is there a feature in the sector manager, or is this moddable?
Like click on a star, have the option "Assign sector" under which you are presented all the neighbouring sectors to chose.

Note that being able to change a sector's capital to another planet already belonging to that sector, would be another feature.
 

TheInvadinator

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Would it be possible to get a condition / conditions to check total produced, net income, and total consumption of arbitrarily specified resources in the planet scope? Ideally being able to check food, energy, minerals, consumer goods, etc per planet. Housing, amenities, jobs, and crime can already be checked per planet, but other resources cannot be.

Ideally, I'd like if it followed a similar syntax to planet . has_resource and country . has_monthly_income, but with functionality extended to check all three: production, net income, and consumption. The goal, for me, is to essentially give access to the information in the mouseover tooltip in the resources section of the screen to mods to allow per-planet decision-making.

Thank you.
 

Mitchz95

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An effect that changes a star system's class. Not the star itself, but the system as a whole -- so it'll have the lighting, environmental effects, galaxy-map icon, etc of a different class. This would also solve the problem of being unable to build Matter Decompressors in systems that have embraced the Worm.

An effect that removes a solar system from the map entirely, along with everything in it. The best we can do now is remove all planets and sever the hyperlanes, but the system is clearly still there and can be accessed by jump drive.

A scope for a Syncretic/Assimilator/Servitor empire's secondary species.
 

LordRegent303

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Would like to be able to trigger custom advisor voice lines when a specific event fires off. Currently, I can only use events prescripted by the vanilla advisors.
 

Chepetico

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Hi Devs!

Hope you're doing well. Just wanted to let you know I appreciate the work you've done so far!

I have a mod, "Forward Earth", where I want to add an option to create a static galaxy based on the Milky Way. I've reviewed Star Trek Horizons and tried to use that as a basis to create a new static map but there is obviously a lot involved and I haven't been able to even get a map working.

Is it possible that a dev could provide a guide with the bare minimum we need to get a static map working? Just the bare minimum of files that need to be adjusted and what needs to be included to initialize a basic static galaxy... if possible?

Thanks for your consideration!

Joe
 
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Chepetico

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Hi Devs!

Hope you're doing well. Just wanted to let you know I appreciate the work you've done so far!

I have a mod, "Forward Earth", where I want to add an option to create a static galaxy based on the Milky Way. I've reviewed Star Trek Horizons and tried to use that as a basis to create a new static map but there is obviously a lot involved and I haven't been able to even get a map working.

Is it possible that a dev could provide a guide with the bare minimum we need to get a static map working? Just the bare minimum of files that need to be adjusted and what needs to be included to initialize a basic static galaxy... if possible?

Thanks for your consideration!

Joe

Hello again... if there is no current support for static maps can we have this added to the game?

Thank you!
 

Dendhar

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I had this rather simple yet (I suspect) reeaaally complicated idea a while back - we can genetically modify our species ... so, why not Primitives? I mean, it would be interesting if you could sneaky-sneaky introduce genetic modifications to a Primitive world (for good or ill, it's not like they have a choice in the matter) - with potentially disastrous (zombie hordes or even extinction due to nerve stapling for instance) or extremely beneficial consequences (they reach the stars quicker or grow faster because you gave them Erudite or Robust) potentially even making Atomic Age/Early Space Age civs figuring out that someone did it to them.

That at all possible?
 

Omniscient

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I had this rather simple yet (I suspect) reeaaally complicated idea a while back - we can genetically modify our species ... so, why not Primitives? I mean, it would be interesting if you could sneaky-sneaky introduce genetic modifications to a Primitive world (for good or ill, it's not like they have a choice in the matter) - with potentially disastrous (zombie hordes or even extinction due to nerve stapling for instance) or extremely beneficial consequences (they reach the stars quicker or grow faster because you gave them Erudite or Robust) potentially even making Atomic Age/Early Space Age civs figuring out that someone did it to them.

That at all possible?
Short answer is yes. Long answer is that that would be a lot of work.
 

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can someone show me how to make it so that a new army i'm creating can only be made by a specific government type?
This is more for the quick question thread, but look into the possible and allow blocks in the army files
 

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I have a few more requests and some things that appear to be bugs related to sector AI, some of which are inhibiting my efforts on a sector mod:

- When a sector is clearing blockers, the sector will wait until it has sufficient resources to clear the blocker, but spends empire energy to do the clearing. It seems it should either not be waiting for sector resources or it should be spending its own resources rather than the empire's.

- Currently, all buildings are evaluated and a building is chosen to construct before districts are even evaluated. This can lead to odd situations where districts with high priority are being ignored while buildings are constructed, despite the districts having much higher weight. Would it be possible to evaluate both before making determinations on what to construct?

- AI empires currently create sectors, but do not appear to actually use sector settings despite having AI weights in the sector definitions. Would it be possible to have the AI modified to use sector settings with budget allocations to allow the AI to properly use the same sectors as the player?

- If the above is unfeasible, would it be possible to extend existing data structures rather than fully rewriting them? For example, a way to extend current districts and buildings and only modify the AI weight so that if the buildings themselves are adjusted statistically the AI will not need to reflect the same adjustments.

- has_monthly_income seems to be consistently two months behind the actual empire's income. Empire income updates on the first of the month, but it won't be until the next month that sector AI seems to be producing things as anticipated. Would it be possible to have this changed to reflect the current empire income as visible to the player?

- Currently free_jobs does not count pre-sapients, which is reasonable as pre-sapients can't work a job. Would it be possible to extend this to omit bio-trophies as well? Rogue servitors' drones and bio-trophies both count toward free jobs however they do not promote and demote like other stratas of pop. (Or create a new variable that is adjusted for this case.)

Thank you.