Stellaris

Stellaris

Ancient Constructors
13 Comments
Quis Machina Feb 24, 2018 @ 3:55am 
Very nice probably have to try it out on a poor empire "Hey im gonna just blow up your planet and make room for my new home k, thnx bye!"
Argual  [author] Feb 24, 2018 @ 2:06am 
Updated to 2.0
I have no idea how it behaves with world crackers. Probably has messed up animation on explosion, but otherwise works.
Quis Machina Nov 27, 2017 @ 1:31pm 
Im liking the new updates to this, just started a new machine empire with this civic again and i like how you limited it, i tried to RP it why i only do 1 per system because like Rough had pointed out even though you dont have any reasources if you build and research right you can quickly rise. Thank you though for continuing to update and cant wait to see whatother civics you come out with.
Argual  [author] Nov 21, 2017 @ 10:18am 
Well, there have been some major changes. Some of them will only take effect fully in new games.

There can only be 3 ENs in one system.
Core System cap is lowered by 2.
EN tile number can be increased (read more in desc).
Argual  [author] Nov 18, 2017 @ 12:14pm 
Also I thought about reducing core system count by -2 if you select the civic.
Argual  [author] Nov 18, 2017 @ 12:11pm 
They do not have local resources and they are all 16. So they are pretty heavy on unity, research and other penalties (number of colonies I believe are per planet, when it is calculating the extra cost).

So you do not get special resources (animals, beltharian), no deposits on tiles, you have to build outposts first where you want to expand (node must be built inside borders), and they are really heavy on all penalties that factor in number of colonies, as all nodes are medium sized. They provide 25% resource production, but I believe that they are a must.

You start the game with reduced income, so you can not expand as fast as others. Empire growth is exponential to a certain point, and the start of the game really matters IMO.

Also, I'm trieing to limit nodes 3/Solar system, but there is no megastructure-in-system counter in stellaris, and I don't know how to check number of nodes when checking placement avaliability.
Rough Nov 18, 2017 @ 10:21am 
That seems really overpowered. Why expand outwards at all when you can just build incredibly cheap habitats over every planet in a few systems? I thought only being able to build them over habitable planets was a good limiter.
Argual  [author] Nov 18, 2017 @ 1:57am 
IDK about colony ships being free (they should be 50% cheaper, I guess if u research or get modifiers that reduce this cost further you can get them for free), but you being able to build on top of gas giants is no bug. You can build habitats over gas giants too, the more interesting thing is that you can build nodes over habitable worlds.

No, it does not overwrite them, this only adds to them :)
Rough Nov 17, 2017 @ 7:18pm 
Does this overwrite megastructures in some way? I was able to build nodes on top of any planet, including gas giants. And my colony ships are free.
Eisvisage Nov 15, 2017 @ 9:16am 
I just looked through your workshop page and found 4 mods I knew I'd like to have. Shows how awesome you are :)
Argual  [author] Nov 13, 2017 @ 12:53am 
Just keep in mind that I'm really just scratching the surface of modding ;)
Argual  [author] Nov 13, 2017 @ 12:52am 
I'm happy you like it. And of course it is okay :)
Quis Machina Nov 12, 2017 @ 9:18pm 
I really love the idea of this and your other mods looking forward to see what else you come up with, been looking for new and gameplay defining civics like this. If itd be ok id love to maybe bounce ideas off you for more ideas of civics.