Stellaris

Stellaris

Citadel Defense Grid System
71 Comments
Figaround Oct 2, 2023 @ 10:54am 
Hi, the game had patches 3.9.1 and 3.9.2 (there are changes and new modding options), maybe it's worth updating your mod?
Red-Eyed_Gelynome  [author] Feb 5, 2023 @ 8:18pm 
If you build the CDGS while you still have a citadel then upgrading it to the next level of starbase from that mod should be fine. The game wont remove any built modules as long as youre not downgrading it. That how I see it.

The only thing that you wont be able to do is if you already upgraded your starbase to max and miss the citadel lvl and built it there as CDGS can only be build if you have Citadel lvl.
francenp98 Feb 5, 2023 @ 7:45pm 
Question: If I have a mod that has starbase upgrades past citadel, and I build these, will they go away if I upgrade past the Citadel level/could I build them if a starbase is already past citadel level? Generally referring to if it would work with Starbase extended
adecoy95 Jul 14, 2022 @ 4:03am 
okay thanks
Red-Eyed_Gelynome  [author] Jul 14, 2022 @ 4:02am 
Most likely not. You might need to update the "Construct Possibility" on the starbase module and probably gonna need to update the bonus too.

Really no idea, as I dont use that mod.
adecoy95 Jul 14, 2022 @ 3:48am 
do these buildings potentially show up on acot stellarite/phanon starbases?
Red-Eyed_Gelynome  [author] Jun 21, 2022 @ 8:08am 
@Everyone: Mod now works with Stellaris 3.4.4 version. I'll update the version number later.
Red-Eyed_Gelynome  [author] Jun 9, 2022 @ 7:33am 
@Everyone: HEADS UP, this mod does partially work (Hp/Armor/Shield, and probably the additional dmg boost + firerate does not work)

The only confirmed thing that works are the +1k fleet capacity.

Unfortunately, this is due the an OFFICIAL Stellaris 3.4 bug. It seems they are now aware of it, but update for the main game for it might take a while, as long as its not fix,this almost half of this mod features is broken.

(You can still leave it in your save game, once the devs officially fix it, the bonuses will automatically applied once you load your save game)
Red-Eyed_Gelynome  [author] Jun 8, 2022 @ 11:15pm 
@Everyone: Just a heads up, it might be a 3.4 bug actually. Ive tested the modules that give 10% hp boost (Gun Battery, Missile Battery and Hangar Bay modules) to both the station and ships and they no longer work, that means its most likely not my mod but the 3.4 update that renders it bugged.
CeLesTiaLWoLF Jun 8, 2022 @ 6:19pm 
ty wait
Red-Eyed_Gelynome  [author] May 31, 2022 @ 9:08pm 
Tested, Mod needs update. Will be updated on the following days.

Needs to change: Modifiers: They no longer affect starbases so once you build the cdgs, they wont apply the bonus hp/armor/shields.
Red-Eyed_Gelynome  [author] Sep 8, 2021 @ 3:41am 
1/2

Updated - Changes and Massive Bugfix:
Changes:
-Adds more Large Weapon slot to the Headquarters totaling 16 x L
-Adds more Large Weapon slot and Medium Slot to Module totaling 8 x L and 12 x M
-Adds Administrative Cap of 400
-Drastically Buff HP/ARMOR/SHIELD
-Drastically Buff Weapon dmg and Fire rate bonus
--Both entries above are compensation for the lack of many many weapon slots. (As I do believe, a super massive station like this should have thousands of weapons, but I cant fit them all here so as an alternative, I buff those two above)

Due to the "powerful" buff above, I've added a -25 defense platform on HQ and Module.
(so you'll either need to use other mods to be able to build ion cannons and such or just dont use the HQ or Module.)

Bug Fix:
-Fix M slot not appearing on module due to wrong code input.
Red-Eyed_Gelynome  [author] Sep 8, 2021 @ 3:41am 
2/2

Due to the Bug Fix and a few more gunslot, You will need to resell and rebuild your HQ and Module.
As compensation, for the next few days, I've made the Build time and Cost as cheap as possible so you can easily apply the new feature and bugfix without worry.
Crazy Old Texan Sep 2, 2021 @ 1:49pm 
I love this mod. Thank you, and it works great with NSC.
FrozenParagon Aug 30, 2021 @ 3:46pm 
very nice, i've been meaning to comment out the one rule and see how an entire starbase of your modules looks
Red-Eyed_Gelynome  [author] Aug 30, 2021 @ 8:42am 
Invisible, there's no time to create my own turret that will fit the 15min model lol. But the top one centered will always use the XL turret model of you shipset. In that way, you know it spawns with a weapon
FrozenParagon Aug 30, 2021 @ 8:31am 
invisible turrets or did you get fancy and add locators for turrets to your module?
Red-Eyed_Gelynome  [author] Aug 30, 2021 @ 8:02am 
Updated - Changes;
-Adds 5 x Extra Large Weapon + 4 x Large Weapon slot to the Headquarters
-Adds 1 x Extra Large Weapon, + 4 x Large Weapon + 4 x Medium Weapon Slot to the Station
-Headquarter price cost deducted by 25%
-Station price cost deducted by 25% + 1500.
-New Tech Requirements:
BOTH: Energy Lance 1 and Mass Accelerator 1
(This is to ensure that the CDGS when build, will spawn with an XL weapon and to not bug it out)

AI feature changes:
-Doubles the HP added to make them durable more but slightly nerf others. (You still get an much better starbase with this anyways so a this is a little help for them)
-Replace AI event trigger to "per decade"

So yeah, all in all, with the new addition of the tech, this might be considered as a late game Fort.
Red-Eyed_Gelynome  [author] Apr 25, 2021 @ 6:28am 
nanjoutai: Partially but should be recoverable and not 100% game breaking. You wont get your alloys and credits for the lost buildings then you'll need to resell and rebuy the HQ for the model and to make sure the updated changes to fully go thru. The CDGS bldgs will disappear on all of your citadel where it was build and it's bonuses will be gone.

Aside from that, game should auto repair itself and fix your save game so you wont have any crashes when you save and load it the next time.

So make sure you save after once you resell and rebuy your HQ, This is the result from what I tested with my previous saves.
Red-Eyed_Gelynome  [author] Apr 25, 2021 @ 2:35am 
1/2
@everyone: Just a heads up for the upcoming update for this:
-Removed all CDGS station Buildings
-Adds new CDGS - Station Module
--Similar to an HQ but without the naval cap bonus and also provides massive firepower. (this is basically a combo of the 2 station buildings - fully merged into a module)
-Small buff on the HQ (Increase hp and so on)
-Also small nerf on the HQ (Removed some empire wide bonus but the buff above should compensate for it)

-PRICE: 15k Energy (10k for HQ) and 15k Alloys on Both Modules (HQ for Capital area only, CDGS - Station for any other Citadel)
Red-Eyed_Gelynome  [author] Apr 25, 2021 @ 2:35am 
2/2
So why do this? Answer:
-I've added a 3d model for the HQ and CDGS - Station, Both uses the same model but the Station is a bit smaller)
-For roleplay purposes, ever wonder where that 1M+ HP comes from? where that massive firepower comes from? Here's the answer to it, A new 3d model module that will be attached to your current Citadel.
-Made within 15mins on Maya (So dont expect a really beautiful looking station module)

New Images posted. Mod will be updated once finalize within a day or two.
Red-Eyed_Gelynome  [author] Dec 25, 2020 @ 10:38pm 
Ced: Should be compatible. I didnt replace any files.

@Everyone: Works fine with 2.8, I just forgot to update
Ced Sep 15, 2020 @ 6:40pm 
Is this compatible with giastructural engineering?
ton10p Sep 15, 2020 @ 3:38pm 
also the cititadel defence grid head corters requires ITSELF to be build, please fix this
also im a huge fan of your mod, please make more like it, and could you add a citadel shield modual to your mod (that can be built more then once as it stacks)
Ced Jun 8, 2020 @ 12:07pm 
Can you do something like this for the Juggernaut?
Red-Eyed_Gelynome  [author] Apr 16, 2020 @ 10:17am 
Updated:
They removed the use of "country_modifer" on starbase buildings so I have to separate Citadel Grid Defense Headquarters into 2. 1: module, 1: Building.

The stability, pop ethics, naval cap addition is now on the module, You'll need to build the module first before you can build the building.

The requirements is still the same, just divided into the 2.
Red-Eyed_Gelynome  [author] Apr 6, 2020 @ 11:25pm 
Updated: Remove Overdrive 1. In echange, I reduce the cost and upkeep of the version 2 if it and the HQ.
Killswitch Nov 18, 2019 @ 4:58pm 
Yayyyy
Konka Nov 14, 2019 @ 1:30am 
awesome thanks, loving this
Red-Eyed_Gelynome  [author] Nov 13, 2019 @ 2:57pm 
Updated.
Red-Eyed_Gelynome  [author] Nov 13, 2019 @ 2:54pm 
Alright, Update incoming - Major Changes
New Tech Requirements:
-Sapient AI Defense Grid System (Final Tech that you need to be able to build the Defense Grid)

To get Sapient AI Defense Grid System, you need:
-Synchronized Defences Technology (Basic Defense Grid Supercomputer)
-Starbase 5 Technology (The Citadel)
-Administrative AI (it's the Self Aware Logic Tech, hive minds can research this)
-Extended Combat Algorithms (It's the tier 2 combat computer)

Basically, I removed now the Sapient AI Technology and replaced them with the Admin AI and ECA.

Also, I reduce the S-AI-DGS tech req from 20k to 15k
Red-Eyed_Gelynome  [author] Nov 13, 2019 @ 2:44pm 
Opps. Sorry, I forgot to update that one. Alright, I'll change now the required tech to tech_self_aware_logic from tech_sapient_ai
Konka Nov 13, 2019 @ 2:04pm 
playing as a hive mind, can i cant get Sapient AI Technology does the hive mind very work?
Red-Eyed_Gelynome  [author] Nov 9, 2019 @ 8:10am 
Not the player type. they got their own type, do check the "AI Feature" section
Margok Nov 9, 2019 @ 7:53am 
So, the Ai cant build this module?
Red-Eyed_Gelynome  [author] Nov 2, 2019 @ 2:09am 
Updated. Small changes: Buff hull, Armor, Shield for player and AI
Journeyman Prime Sep 2, 2019 @ 7:25pm 
That example you gave hasn't been my experience with Citadels, but if you say so.
Red-Eyed_Gelynome  [author] Sep 2, 2019 @ 9:33am 
I could change the whole starbases and make them like the player, but doing so might cause incompatibility with other mods. Thay's why I keep this one as an "event" reward at the start of the game and every 10 years. I could tone down to 5 years so that majority of AI get's it but that might introduce some lag for slower cpu machines.

Also, the player citadel when fully kited to defense (no shipbldg/trade/etc) with a 135k no platform can kill a 80-150k fleet. usually.

I might make the same features of the player to the AI as well later on.

@everyone: I cant remember if I uploaded the changed AI tech requirement, i'll do it later on if not. :v
Journeyman Prime Sep 2, 2019 @ 12:08am 
*anything under
Journeyman Prime Sep 2, 2019 @ 12:07am 
Why not make a mod that makes starbases powerful? They're too weak already as is. A decked-out Bastion Citadel with a fleet of 28 platforms should (as far as I'm concerned) repel anything but under 200k.
Red-Eyed_Gelynome  [author] Jul 24, 2019 @ 2:27pm 
ArykvonStraln: Yeah sure, I might change that Sapient AI Technology to something like the tech you get from the Sphere. I forgot what it's called but I know that tech is avail for all classes. That might provide compability to all playstyle/roleplay. :3
Aryk von Straln Jul 22, 2019 @ 11:20am 
So this sounds absolutely great but for one thing: requiring Sapient AI. Now this is just a small gripe honestly but I find myself playing a more Spiritualist focused races so that I can get a headstart on getting Psionics (and I like the unity/edict bonuses quite a bit) but then they bray at me about outlawing AI which cuts me off from getting Sapient AI.

Now yes I COULD change my policies for a time once I unlock the requisite techs and hope that it comes up before the happiness penalties and faction unrest get to bad and then switch it back but I'll admit that I like to roleplay my creations to a degree and gaming the system like that doesn't appeal to me.

Also correct me if I'm wrong but Gestalt Consciousness also cannot research Sapient AI can they? Or am I mixing this up with another technology...

Anyways back to my main point, do you think you could create something similar to this except geared more towards a Spiritualist/Psionic based playstyle?
Red-Eyed_Gelynome  [author] Jun 10, 2019 @ 6:03am 
@Updated: Small buffs for the Citadel and will no longer recommend the Military Stations Return due to its status as buggy and messing up.
Red-Eyed_Gelynome  [author] Jun 9, 2019 @ 3:03am 
Posted a new mod, should go well with this:
Durable Ships
Red-Eyed_Gelynome  [author] Jun 1, 2019 @ 12:33pm 
Henry Wei: Only the HP bonus on specific timeline. See Desc. If loading a save game and already passed those two. AI wont receive it.
Henry Wei Jun 1, 2019 @ 10:03am 
Thank you.
Could AI use it?
sopris May 29, 2019 @ 5:50pm 
Whats with the EVE thumbnail?
Red-Eyed_Gelynome  [author] Apr 8, 2019 @ 10:44pm 
WERWOLF-SS: NCS, Not sure, but I think it might work.
Save game? Yes, should work fine as long as you havent reach Mid-Game pulse OR if you already have, then the End-Game Pulse.

(It's only needed for the AI boost, other than that, fully save game compatible but if you already pass those two, the AI wont get anything.)
WolvesofZiu Apr 7, 2019 @ 5:23am 
Work with NSC? Work with save game files?
Red-Eyed_Gelynome  [author] Apr 4, 2019 @ 9:08am 
Only AI Empire active on the MidGame start and EndGame start will receive the bonus. AI who emerge into a galactic empire after those two above will not recieve the boost.

Ex: Midgame is 2300 and endgame is 2400. Empire1 is active and reach MG, he recieves the bonuses. Empire2 became active after MG, he WONT receive the bonus unless he reaches EG alive. Empire3 became active AFTER EG, he wont receive the bonuses forever.

(Bacame active = from primitive to FTL empire)

basically, the code will only be run twice, Midgame pulse and endgame pulse.