Stellaris

Stellaris

Fight For Universe: Infinite Legacy
 This topic has been pinned, so it's probably important
WarStalkeR  [developer] May 22, 2016 @ 8:28am
Planned Features
Technology Rework
  • Original technology Tiers from 1 to 3, will be replaced by Tiers from 1 to 9. In addition there will be Tier X that has some crazy requirements and impossibly low chance of appearance.
  • Acquirable technology (i.e. technology that acquired from killing space critters, invaders and possibly fallen empires) will become new corner stone for alternative technology branches. In addition, research of end-game technologies (i.e. Tier 8, 9, X) might be even impossible without alternative technologies.
  • Add new linear technologies trees that depend on amount of available strategic resources to the player. (Should they be instantly researchable?)
  • Add new repeatable technologies.
  • Every next technology Tier will require 5 (or possibly more) technologies to be researched from previous technology Tier.
  • Technology Tiers to Energy Era Relevance:
    • Tier 1 - Fission Energy Era. Classic nuclear fission as source of energy. Environmentally unfriendly, but even primitives have it.
    • Tier 2 - Fusion Energy Era. Standard and cold fusion as source of energy. Topol-M and SS-18 are good examples.
    • Tier 3 - Plasma Energy Era. Energy from the resources in 4th state of matter. Has very high temperature.
    • Tier 4 - Photon Energy Era. Energy from the light itself, albeit compressed. Yep, light, especially compressed can be a good source of energy.
    • Tier 5 - Elerium Energy Era. Elerium-115, yes it can be synthesized in Stellaris. Primitives had it, so we borrowed it for an unlimited time.
    • Tier 6 - Antimatter Energy Era. Dangerous collision of matter and antimatter. Great military application.
    • Tier 7 - Zero Point Energy Era. Energy from vacuum fluctuations on a massive scale. A true dream of any scientist.
    • Tier 8 - Singularity Energy Era. More potent and dangerous then antimatter. In case of singularity containment failure: RUN!
    • Tier 9 - Temporal Energy Era. Energy extracted from the essence of time itself. No time traveling with TARDIS.
    • Tier X - Einsof Energy Era. Infinite energy for us and scientific heresy for the rest. Not occult stuff, just scientific heresy.
  • Energy Era to Kardashev Scale Civilization Type Relevance:
    • Fission Energy Era - Pre-Type I Civilization. Civilization just developed early prototype of FTL space flight means and more or less stable source of energy and resources to support it.
    • Fusion Energy Era - Type I Civilization. Civilization is in complete control of resources on its planet and has means of stable energy production and improved means of FTL space flight.
    • Plasma Energy Era - Pre-Type II Civilization. Civilization initiated deep expansion and deep research of its own star system with energy production imitation reaction of the star's surface and core. Initial FTL technology is mastered to the utter perfection.
    • Photon Energy Era - Type II Civilization. Civilization has fully mastered control over energy and resources within its own star system. Energy production means not just imitate star, but completely reproduce its mechanics to grant stable energy source, albeit on a lesser scale.
    • Elerium Energy Era - Pre-Type III Civilization. Civilization started deep exploration and research of its own galaxy and has technology to support life in space in self-sustaining mode. Energy efficient artificial source of stable energy is discovered.
    • Antimatter Energy Era - Type III Civilization. Civilization has complete control and flawless management of resources and energy in its own galaxy with instantaneous supply lines and stable communication with homeworld from anywhere (within galaxy), due to discovery of easy and cheap methods of anti-matter manufacture.
    • Zero Point Energy Era - Pre-Type IV Civilization. Civilization initiated exploration of adjusted galaxies as well as research of the "void" between them which allow to discover infinite source of energy (as long as universe exists) - Zero Point Energy. Era of infinite energy has began.
    • Singularity Energy Era - Type IV Civilization. Civilization has managed to connect entire segment of galaxies perfectly and create flawless network with nearly instant supply lines and communications across it, while slowly continue to expanding across the universe. Artificial source of energy that can provide immense amount of energy over extremely short time span has been discovered - artificially created miniature black holes.
    • Temporal Energy Era - Pre-Type V Civilization. Civilization's expansion on the universal scale is underway. Stable and perfect control of 4th, 5th and 6th dimensions is acquired, which allowed civilization to extract energy from essence of the time itself. Research of the dimensions from 7th up to 9th is underway as well. Construction of sturdy self-sustaining mega-structures with nearly infinite durability became mainstream.
    • Einsof Energy Era - Type V Civilization. Civilization has completely masted control of all 13 main dimensions, as well of auxiliary ones and has access to the infinite source of energy within universe, as well as full control of resources in it and even capability affect and bypass basic laws of physics. Supply lines and communications across the universe are instant and infinite. Immense mega-structures are so common that they are used as vanguard outpost at the "edges" of the universe and connected into impenetrable defense network. Civilization is ready to expand beyond the universe.

Defense Stations Rework
  • Classes:
    • Sentry - HP will be increased. Each section will have 3x Large Utility slots.
    • Outpost - Oversized version of Sentry. Will have only Medium/Large/Huge weapon slots. Each section will have 6x Large Utility slots.
    • Bastion - HP will be increased. Each section will have 6x Large Utility slots.
    • Stronghold - Oversized version of Bastion. Will have only Medium/Large/Huge weapon slots. Each section will have 9x Large Utility slots.
    • Rampart - HP will be increased. Each section will have 9x Large Utility slots.
    • Fortress - Oversized version of Rampart. Will have only Medium/Large/Huge weapon slots. Each section will have 12x Large Utility slots.
    • Citadel - Even more oversized version of Rampart. Will have only Large/Huge weapon slots. Each section will have 15x Large Utility slots.
  • Decrease limiting range, to allow to build stations closer to each other.
  • Research Rework:
    • Sentry is a Tier 1 technology.
    • Outpost is a Tier 2 technology.
    • Bastion is a Tier 3 technology.
    • Stronghold is a Tier 4 technology.
    • Rampart is a Tier 5 technology.
    • Fortress is a Tier 6 technology.
    • Citadel is a Tier 7 technology.

Military Ships Rework
  • Classes:
    • Corvette - 1 Upkeep. 1 Section. S/M weapons. 3x Small and 1x Auxiliary utility slots per section. Corvette 3D model.
    • Frigate - 2 Upkeep. 2 Section. S/M weapons. 7x Small and 2x Auxiliary utility slots per section. Destroyer 3D model.
    • Destroyer - 4 Upkeep. 3 Sections. S/M/L weapons. 5x Medium and 1x Auxiliary utility slots per section. Cruiser 3D model.
    • Cruiser - 8 Upkeep. 4 Sections. S/M/L weapons. 7x Medium and 2x Auxiliary utility slots per section. Cruiser 3D model + 12.5%.
    • Battlecruiser - 16 Upkeep. 4 Sections (Dual Mids). S/M/L weapons. 9x Medium and 3x Auxiliary utility slots per section. Cruiser 3D model + 25%.
    • Battleship - 24 Upkeep. 4 Sections. S/M/L/H weapons. 7x Large 2x Auxiliary utility slots per section. Battleship 3D model.
    • Dreadnought - 48 Upkeep. 4 Sections (Dual Mids). M/L/H weapons. 9x Large 3x Auxiliary utility slots per section. Battleship 3D model + 25%.
    • Titan - 96 Upkeep. 4 Sections (Triple Mids, Dual Ends). L/H weapons only. 11x Large 4x Auxiliary utility slots per section. Battleship 3D model + 50%.
  • Civilian Ships - for now they will be left unchanged, but I will try to add weaponized variants with self defense capabilities. Each section will have 5x Small and 1x Auxiliary Utility slot for non-weaponized variant. And weaponized variants can be of Frigate, Cruiser and Battleship classes. Sorry, no construction Titans here.
  • Research Rework:
    • Corvette is a Tier 1 technology.
    • Frigate is a Tier 2 technology.
    • Destroyer is a Tier 3 technology.
    • Cruiser is a Tier 4 technology.
    • Battlecruiser is a Tier 5 technology.
    • Battleship is a Tier 6 technology.
    • Dreadnought is a Tier 7 technology.
    • Titan is a Tier 8 technology.
Last edited by WarStalkeR; Nov 11, 2017 @ 9:27pm
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Showing 1-15 of 102 comments
WarStalkeR  [developer] May 22, 2016 @ 8:29am 
Strategic Resource Production Structures
  • Strategic Resources Acquisition (Inanimate):
    • Basic Extractor - Tier 4 technology. Increases output by 1.
    • Advanced Extractor - Tier 5 technology. Increases output by 2.
    • Complex Extractor - Tier 6 technology. Increases output by 3.
    • Metakinetic Extractor - Tier 8 technology. Increases output by 5.
    • Deep Core Extractor - Tier X technology. Increases output by 8.
  • Strategic Resources Acquisition (Animate):
    • Basic Farm - Tier 4 technology. Increases output by 1.
    • Advanced Farm - Tier 5 technology. Increases output by 2.
    • Complex Farm - Tier 6 technology. Increases output by 3.
    • Metabionic Farm - Tier 8 technology. Increases output by 5.
    • Quasibionic Farm - Tier X technology. Increases output by 8.
  • Strategic Resources Enrichment\Breeding Projects:
    • 1st Generation Enrichment\Breeding Project - Tier 5 technology. 10% chance to avoid any incident. 2 years of built time in total.
    • 2nd Generation Enrichment\Breeding Project - Tier 6 technology. 40% chance to avoid any incident. 5 years of built time in total.
    • 3rd Generation Enrichment\Breeding Project - Tier 7 technology. 70% chance to avoid any incident. 10 years of built time in total.

Strategic Resource Processing Structures

Ground Armies Rework
  • Assault Armies Classes:
    • Infantry Division - low morale, low health, low damage, cheap cost.
    • Armored Division - high morale, high health, moderate damage, moderate cost.
    • Air Force Division - low morale, low health, very high damage, expensive cost.
    • Mech Division - high morale, high health, high damage, very expensive cost.
  • Defence Armies Classes:
    • Guardian Division - low morale, low health, low damage, cheap cost.
    • Turret Emplacements - high morale, high health, moderate damage, moderate cost.
    • Artillery Outposts - low morale, low health, very high damage, expensive cost.
    • Planetary Strongholds - high morale, high health, high damage, very expensive cost.
  • While production of the infantry, tanks, air planes and mechs will require specialized facility for each other, all defensive ground structures (turrets, outposts and strongholds) will require only one facility to be built.
  • Each army unit will require it's own technology to be researched, in order to be available for production.

FTL Travel Methods Rework
  • FTL Methods:
    • Warp Drive will be renamed into Resonance Warp Drive.
    • Hyperdrive will be renamed into Positron Hyperdrive.
    • Wormhole Generator won't be renamed.
    • Jump Drive will be renamed into Particle Jump Drive.
    • Psi Jump Drive will be renamed into Psi-Force Jump Drive.
    • Immaterium Warp Drive - a bit slower than standard Particle Jump Drive, much faster then classis Warp Drive and energy efficient. Uses alternative, more efficient and more dangerous warp technology then classic warp. By default has almost zero chance to open Eye of Terror and summon Chaos Gods with their minions, but very prolonged usage increases this chance.
    • Quantum Slipstream Drive - very fast, fail-safe and also very energy hungry interstellar travel method. Drive consumes a huge amount of energy to constantly adjust the phase variance of a quantum field in order to maintain stable quantum slipstream.
    • Void Rending Hyperdrive - fast and very energy efficient travel method. But makes ship’s hull and components much more fragile. Prolonged usage decreases shields capacity and efficiency up to 50% or 75% (based on current technology level of the race).
    • Mass Effect Relay - consumes resources every time, when used. One-way fleet travel method, very high activation speed, but has very limited range. Has nothing to do with Commander Shepard and/or Reapers. Well, at least it doesn’t invite neither of them to our universe.
    • Lambda Shifting Drive - fast and energy balanced interstellar travel method that utilizes Lambda sub-space for multiple jumps to reach destination. Prolonged usage makes drive (or Lambda sub-space unstable), which can result in some ships being lost in Lambda sub-space and then reappear in random parts of the galaxy.
    • Nexus Tunnel Generator - generates two-way nexus tunnel to the selected location. Requirement of second NTG on the other side is optional, but consumes resources and energy if NTG on the other side isn’t placed. Generation range is high, but still limited.
    • Stellar Rift Drive - most advanced and fail-safe interstellar travel technology. Allows ships to travel through created stellar rifts, which instantly and completely close up after ship successfully passed through it. Has equal travel time between any source and destination coordinates, regardless of the range between them. Requires special Einsof Generator (a lot of energy) in order to operate.
Last edited by WarStalkeR; Jun 21, 2017 @ 3:38am
WarStalkeR  [developer] May 22, 2016 @ 8:29am 
Unique Planet Descriptions
To make planets description and spawn in the universe more lore friendly...
  • Tomb World - Preliminary analysis shows that current state of this planet possibly is a result of:
    1. Thermonuclear war caused by the multiple groups of primitive civilizations previously inhabiting this planet with application high-yield weapons of mass destruction over the entire planet.
    2. Unsuccessful first contact between primitive inhabiting civilization and empire controlling outer space. Previously living here primitives probably decided that observation station at this planet's orbit was main enemy base.
    3. Planet-wide conversion to an Experimental Weapon Testing grounds with dummy infrastructure, originally belonging to extremely advanced civilization. Dummy infrastructure was required to precisely measure efficiency of tested weapons of mass destruction.
  • Cybernetic World - Preliminary analysis shows that current state of this planet possibly is a result of:
    1. AI rebellion that happened a long time ago, but was suppressed in the end, leaving this cybernetic world intact only with basic support function.
    2. Grey Goo catastrophe (due the planetary bombardment with nano-virus or uncontrollable technological breakthrough), where everything on the planet was consumed and transformed into planet-wide autonomous mechanism, with Grey Goo self-disintegrating or traveling to another galaxy.
    3. Planet-wide conversion to an Artificial Factory World constructed by the extremely advanced civilization and managed by completely autonomous systems to support their logistic and/or production requirements.
  • Shielded World - Preliminary analysis shows that current state of this planet possibly is a result of:
    1. Planet-wide conversion to Highest Security Prison for a criminals that never should hope for a freedom, regardless of what they've done. They might have died a long time ago as well at this world.
    2. Planet-wide conversion to isolated reservation or experimental environment for unique species that probably extinct or originally never existed in the first place, and possibly can't exist beyond this planet without complex measures.
    3. Ancient Relic Site presence, which is so dangerous that even extremely advanced civilization controlling this planet, deemed it absolutely necessary to enclose it with indestructible planetary shield, so nothing could visit or leave this planet.
  • Infested World - Preliminary analysis shows that current state of this planet possibly is a result of:
    1. Complete consumption of all possible resources by the swarm-type biological life form that happened a very long time ago, which changed planet's ecosystems to completely hostile for anything.
    2. Natural evolution, where amoeba like life from end up being on top of a food chain, thus completely changing planet ecosystem and entire surface into the living being, albeit not a sentient one.
    3. Planet-wide conversion to a Biological Weapon Testing grounds that were used so extensively that it completely destroyed original planet ecosystem and replaced it with completely hostile one.
  • Shrouded World - Preliminary analysis shows that current state of this planet possibly is a result of:
    1. Hyperactive initial psionic particles that eventually got amplified naturally to the terrifying levels and became enough dangerous to tear apart in instant any physical object without specialized protective equipment.
    2. Simultaneous and agonizing death of all living beings inhabiting the planet, which resulted in extreme amplification of unstable psionic particles to the point, where they can break apart any physical object on contact.
    3. Planet-wide conversion to a Psionics Experimentation Facility, which was used extensively to the point that nothing could contain residual psionic energies that eventually corrupted ecosystem and made it absolutely hostile.
Last edited by WarStalkeR; Jun 22, 2017 @ 4:12am
WarStalkeR  [developer] May 22, 2016 @ 8:29am 
Reserved for genuine Kirov Airship...
Last edited by WarStalkeR; May 22, 2016 @ 8:35am
WarStalkeR  [developer] May 22, 2016 @ 8:30am 
Reserved for the Spherical Horse in Vacuum...
Last edited by WarStalkeR; May 22, 2016 @ 8:35am
WarStalkeR  [developer] May 22, 2016 @ 8:31am 
Reserved for the Bear Cavalry, Bears with Guns and Bears with Jetpacks...
Last edited by WarStalkeR; Sep 13, 2016 @ 1:31am
WarStalkeR  [developer] May 22, 2016 @ 8:34am 
Discussion about planned features begins here, in 5, 4, 3, 2, 1...
Last edited by WarStalkeR; May 24, 2016 @ 3:55am
what i wish'd for, which is really missing in the main game, is the possibility of importing ship designs in new games, since i play most of the time with the same shiptypes and it is really really annoying to craft them every game anew. is it possible to add such a feature?
WarStalkeR  [developer] May 23, 2016 @ 3:18am 
Originally posted by Cyber Cat:
what i wish'd for, which is really missing in the main game, is the possibility of importing ship designs in new games, since i play most of the time with the same shiptypes and it is really really annoying to craft them every game anew. is it possible to add such a feature?
Can't do anything about game engine.
Play For War May 23, 2016 @ 12:44pm 
I can't wait for the rework of the ship classes and the defense stations.
Very nice work by the way, also, thank you so much for the AI rebalance with the bonuses for the high difficulty AI, it finally brings challenge to the game.
Last edited by Play For War; May 23, 2016 @ 12:47pm
QuadN May 23, 2016 @ 2:57pm 
I have some questions, what would even be the diffrence between the Corvette and Frigate? Why have things like the Star base and Dreadnought? No one ever uses defencive post and the dreanought would have a lot of armor and shields but be outclassed by the Titan though firepower and the Battleship through speed and evasion.

I would also like to ask how do you plan on doing the 3D models as each upgrade for the ships have more and more slightly diffrent looking 3D secions. And you'd need to make the base from scratch.

Also this means we also would need to change destroyers to have 3 moduals and not two as each ship has one more then the last, thus meaning at the bare minumum you'd need to add 26 new slots with at least 3 moduals each for a total of 78 new parts for the new tech tree, of which 66 have to be made from scratch, and for each race thats 6 normal and 1 for fallen empire, that comes out to 528 new, from scratch models.

All this means is that you need some help to shorten the time.
Desert Mango May 23, 2016 @ 6:28pm 
Originally posted by Nick:
No one ever uses defencive post

I use Defensive stations and they are very helpful if you use them correctly.
WarStalkeR  [developer] May 23, 2016 @ 7:56pm 
Originally posted by play for war:
Very nice work by the way, also, thank you so much for the AI rebalance with the bonuses for the high difficulty AI, it finally brings challenge to the game.
You mean Hard difficulty or Insane one? I boosted both of them, but which of them became challenging for you?

Originally posted by Nick:
I have some questions, what would even be the diffrence between the Corvette and Frigate?
Guns size.

Originally posted by Nick:
Why have things like the Star base and Dreadnought?
Because I want.

Originally posted by Nick:
No one ever uses defencive post
I use. A lot.

Originally posted by Nick:
the dreanought would have a lot of armor and shields but be outclassed by the Titan though firepower and the Battleship through speed and evasion.
Really?

Originally posted by Nick:
I would also like to ask how do you plan on doing the 3D models as each upgrade for the ships have more and more slightly different looking 3D secions. And you'd need to make the base from scratch.
Giovanni is amazing 3D artist, he already done a couple of new 3D models and integrated them for tests in his own dev version of mod.

Originally posted by Nick:
Also this means we also would need to change destroyers to have 3 moduals and not two as each ship has one more then the last, thus meaning at the bare minumum you'd need to add 26 new slots with at least 3 moduals each for a total of 78 new parts for the new tech tree, of which 66 have to be made from scratch, and for each race thats 6 normal and 1 for fallen empire, that comes out to 528 new, from scratch models.
I think I decide it, not you, right?

Originally posted by Nick:
All this means is that you need some help to shorten the time.
No, me and Giovanni are enough. And I don't intent to shorten the time, it's not like I have and deadlines set either.
Last edited by WarStalkeR; May 23, 2016 @ 7:56pm
QuadN May 23, 2016 @ 9:19pm 
Sorry if i was being a bit pushy i am just saying that this mod is going to take a lot of time for one to two people.It is an amazing mod already but for the planned features it will take some time.

Sorry for being a little pushy.
WarStalkeR  [developer] May 23, 2016 @ 9:27pm 
All overhaul mods take a lot of time :)
Play For War May 23, 2016 @ 9:46pm 
I was talking about the insane one, wich is now really dangerous.
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