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Metadigital

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Stellaris Immortal is a total rebuild of Stellaris intended to:
1. Reduce lag
2. Reduce micromanagement
3. Increase strategic options

This mod is a complete overhaul of the game and will not be compatible with anything other than interface mods.

If you want to see a more comprehensive list of the changes in this mod so far, check it out and try it today on the Steam workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1891758612
 
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Janx14

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Interesting, I may give this a go when lithoids releases.

Not sure I like the name though, with other announcements pdx has made, reminds me too much of diablo immortal.
 

Janx14

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It does, but it won't matter. We haven't implemented gestalt empires yet, and afaik the society bug only affected lithoid devouring swarm terravores...
oh, sorry to hear about gestalts not being an option.

While officially it is officially 'just terravores', I encounted the same issue with a non-terravore last night in an unmodded game. Had to keep a farming district or else my society options disapeared.
 

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That shouldn't be a problem with the mod regardless. If you do have any issues, report them to us so we can continue to improve the mod. Thanks for trying it out!

Having played effectively a full game over the weekend, I must say. This is the best mod I've ever downloaded for stellaris, and i've run mod lists of 200+ mods. I really hope you guys continue to update and enhance this mod, as this is probably the best I've seen stellaris in years. This feels like what 2.2 was promised to be, an overhauled planet and economy system that is better handled by the AI than the old tile system.

The AI was kind of an odd note, I wouldn't call myself a stellaris pro, but I'd say since *at least* 2.0 i've easily soared above the AI in terms of late game power. In the game I played, about 3-4 of the AI were often ranking above me in victory score. That said, they were extremely passive and just formed a bunch of federations that sit around doing nothing. The fallen empire awakened but proceeded to do nothing at all for a hundred years.

Then, the scourge attacked and things got...interesting.

The initial wave hit the galaxy a little ways from me, the AI was doing a decent job repelling it with an 80k fleet that responded quickly. The awakened empire also immediately jumped to the galaxy's defense with a 60k fleet. The scourge wasn't looking too well till wave 2 appeared ontop of them and crushed the two fleets. During this time, the AI suddenly decided was the time to start declaring war on eachother. The awakened empire also joined a federation for the duration of the crisis then left.

I decided to send my fleet + my fed fleet at the scourge to see how well I'd fare, but it turns out by the time I reached there, the entire galaxy had decended upon them and the awakened empire was cleaning house with a 300k fleet. In the end, the preythorin didn't last very long, but I feel like if I had cranked up their difficulty, things could have been very interesting.

This was definitely the best I've seen the AI handle an end game crisis.

Only real bug I noticed was it seemed a lot of buildings wouldn't unlock till I had more pops...even if i had enough pops and had upgraded the planetary capitol. Researched new buildings would show as available, but I had to wait for more pops for the usual alloy/cg/etc buildings to enable. They gave no tooltip as to why they weren't available yet.

My only sadness is that most mods aren't compatible, so I hope you guys look into overhauling other areas beyond ai and the economy eventually.
 

Metadigital

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Thanks for the great feedback!

We're planning on overhauling the entire game. We're keeping it in alpha while the mod isn't "feature complete". Then we'll put it in beta for polish and balance testing. Probably some features will leak in during the beta. Once it feels good, we'll do a 1.0 release. It's all a ways out and there's a lot more to add.

This week we're trying to prepare primitives and fallen empires. I also completely redid the edict system. Edicts so in a great place right now and I'm excited to release them. We're also going to be continuing to improve the AI along the way. Hopefully those awakened empires, great khans, and a certain freed fanatic purifier race of geckos will be working for the next update. I'm also hoping to have some interesting crime, pollution, piracy, and labor events tied in to those systems for more interesting decisions to make as your empire grows.

In the long term we'll be adding gestalts into it all and making them feel more unique than in the base game. I'm playing with the idea of plantoids not having a food upkeep, but needing agricultural districts for (literal) pop growth. Not sure if that's going to end up going in or not, but it's a fun idea. We're going to be integrating some of the stuff from our other mods, Ecology Mod (for the pollution events) and Living Space (for planetary habitats). We're wanting to expand the politics of the game to allow for leftism that's as extreme as the right wing stuff that's already in the game. I'd like strikes, riots, protests, secession, terrorism, civil wars, revolutions, and the like to actually happen. A lot of what this mod is, is the realization of our wish list for what we wanted in Stellaris.

That's why its compatibility issues will be severe though. Hopefully we have the time and passion to put in our own version of the stuff that people like from other mods. Maybe other modders will make a version of their mod that's compatible with this mod if this mod becomes popular enough. That's something we'll have to think more about as we get later into development.

We'll see what happens after the release of Federations. We're future proofing this mod as much as we can right now in preparation for that. The full release of SI won't be until after Federations is out. So don't expect too much overhaul of diplomacy or federations or even civics until then. I think there's a lot of exciting possibilities to play with after the next expansion comes out.
 

Gebnar

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Having played effectively a full game over the weekend, I must say. This is the best mod I've ever downloaded for stellaris, and i've run mod lists of 200+ mods.
Thank you! This is so heartwarming and motivating! It makes all the effort totally worthwhile!

And since Metadigital ninja-replied before I could finish my post... I guess I don't have much else to say :p

That issue with the buildings is strange. Did you notice that the building upgrades now cost significant amounts of rare resources? They no longer have rare resource upkeeps, but cost a LOT more to upgrade. If you play another round at some point, and this doesn't turn out to be the issue, please take some screenshots so we can get things ironed out!
 

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Thank you! This is so heartwarming and motivating! It makes all the effort totally worthwhile!

And since Metadigital ninja-replied before I could finish my post... I guess I don't have much else to say :p

That issue with the buildings is strange. Did you notice that the building upgrades now cost significant amounts of rare resources? They no longer have rare resource upkeeps, but cost a LOT more to upgrade. If you play another round at some point, and this doesn't turn out to be the issue, please take some screenshots so we can get things ironed out!

I may pop open my game and see if I can still see it happening on a planet. I only noticed it start happening in the 2400's, I dont know if its the result of some combination of things, or if a hotfix maybe changed something.

I dont think it was an building upgrade issue, as I was just trying to build a basic consumer goods building.
 

Gebnar

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Wasn't an issue on my last save, but managed to dig back to an old autosave. https://cdn.discordapp.com/attachments/499031035942797314/638902217851666446/unknown.png

The other planet showing available building slots has the same issue.
Ahh! That is because the building you're trying to build modifies City District jobs, but you do not have any City Districts on the planet.

Edit: I also noticed that the disallow error is not localized. I'll check that, and ensure its fixed in the next update. That should help others avoid a similar confusion.
 
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Yo! Posted some comments/questions in the Steam mod section.

Wondering whether the science boost here is a bit ba-roken -- over half my science from Trade, and earlier it was 2/3rds.
850 trade at year 2254, obviously boosted by an early conquest. Playing on Captain level FWIW, and it was an extremely easy conquest.

(MegaCorp Fan Xenophile/Spiritual, Private Prospectors/Gospel of the Masses, Thrifty (+25% Trade), Adaptable, Weak, Deviant.)

Traditions: Prosperity followed by mix of Expansion/Harmony.

Really pushed expansion early, dodged (very narrowly) early economic problems by selling excess fancy-goods (crystals and moles) as well as, at one point, ~50 alloys/month.

2019_10_30_2.png
 

Gebnar

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Thanks for the screenshot! I'll quote myself from the workshop page here:
I think your empire looks pretty reasonable, considering you are getting the benefits of having conquered another empire's capital world - which is an extremely powerful early-game bonus. Keep in mind that in order to get 3 building slots on any other world, you'd have to research up to tier-4 capital buildings.

In a trade-focused empire, your trade policy is going to be a huge factor in your overall empire focus. You've invested a lot into trade and the rewards, to me at least, look reasonable.

So far, I've been pretty happy with trade being a major factor in regular empire development. Gestalts don't get trade, so they're going to work very differently. We'll be working hard to ensure they are as powerful as other empires, while also making them equally interesting in their own unique ways.
 

The Grumpy Buddha

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What is required to harvest the trade from random systems? Do I really need a starbase there? Is the fact that you need a starbase in a planet's system to get trade from it working as planned?

(Or am I getting that wrong? I know that I couldn't harvest the trade from the world one step away from my cap until I built a starbase there. )