Stellaris

Stellaris

Warship Girls R And MIST Species
Regularity Dec 1, 2021 @ 8:34pm
English Manual
Hi all. I'm the guy who has been largely translating the English content in this game, so as a result, I am probably one of the most intimately familiar with the game code among the English speakers. (And yeah, the translation is ♥♥♥♥ in places and incomplete. Sorry about that.)

Foreword
Game balance in this mod is... not great. Not even reasonable. So if you're a game veteran and want a decent level of difficulty, you will have to have to self-impose game restrictions, like not using certain tiers of equipment or game functions.

Gameplay Mechanics
  • Branching Progression: It's worth noting the mod has four separate branches you can develop along (two for Warship Girls, two for Abyssals), so if you see something mentioned in the guide that you have never seen in the game, it may be because it requires a different branch to unlock. Branches are chosen via special pop-up events. For Warship Girls, you receive a strange signal and can choose to investigate it or ignore it. For Abyssals, you learn of a rogue Abyssal that wants to disobey orders and can choose to enforce rules or relax them. You can then progress down the branch by choosing the unlocked ascension perks.
  • No Warship Girl AI Empires: This isn't mentioned anywhere, but there's a triggered event that attempts to automatically delete any Warship Girl AI Empires that spawn in-game (not including WSG fallen empires). For some reason Abyssal AI Empires can spawn fine.
  • Pods: Single-use dropships which deploy armies.
  • Strike Craft: You may not have noticed, but strike craft from this mod can grant +10-30% bombardment damage each. This is important to note because it can have a significant effect on strategic gameplay; where before you could normally bombard one or two planets with your empire's fleet, you can split them up and bomb all their planets simultaneously.
  • Colossus Weapons: Two noteworthy ones. Undine is colossus "weapon" which basically floods the entire world, rendering it uninhabitable (even to aquatic/ocean species somehow?), similar to barren planets. However, WSG nations can unlock an additional technology which can turn these worlds into Hot Spring Worlds, which as the name suggests, is like a vacation planet in that it provides a massive boost to happiness. Additionally, both Abyssals and Warshipgirls can unlock another colossus weapon through storyline events which allows you to nuke a system (turn star into black hole, eliminates all planets in system)
  • Branch Offices: The Galactic Lighthouse ascension perk unlocks branch office game mechanics from Megacorp. However, these are EXTREMELY overpowered and broken; you get so much research, unity, and credits that your tech level will let you slap around end-game crisis fleets before the galaxy even hits the mid-game year.
  • Interstellar Venice: This is a unique game start which unlocks criminal-megacorp style buildings which produce the pantsu strategic resource and unique trading options in the Trophy Shop.
  • Tier 3 Equipment: WARNING, this tier of equipment is far beyond anything in vanilla Stellaris, so can feel like playing on cheat mode. I, personally, refuse to use it on my ships because of how easy it makes the game, but the choice is ultimately up to you. It may be necessary to use when fighting the Warship Girls unique crisis, which is by default 5x stronger than vanilla ones. Anyways, as for how to obtain this tier of equipment: you need to research Dark Matter Reactor technology (yes, the kind you normally only get from beating fallen empire ships and combat and scanning the debris).
  • Sunflower Cult: Playing as a spiritual nation unlocks a special civic of the aforementioned name. You start with a secondary plantoid species which passively generates lots of energy credits. These plantoids can be sacrificed (up to 10 per colony) for increasingly stronger planet modifiers which increase resource output on that colony.

Wonders
Wonders are buildings that cannot be demolished, can only be built once, and provide powerful bonuses to the colony or empire.
  • Norston Tower: Increases empire influence output. Increases colony resource output. Requires Harbour World ascension perk.
  • Sunflower Ray Receiver: Increases output of dyson swarm megastructures. Increases colony energy output. Requires Sunflower Cult civic.
  • Hamster Wheel: Increases empire energy output. Increases colony stability.
  • Alpha Center: Increases empire research speed. Provides jobs which increase research, unity, trade. Requires Project-R ascension perk.
  • Space Elevator: Decreases colony upkeep, resettlement costs, and increases trade. Requires Project-S ascension perk.
  • Abyssal Energy Emitter: Increases colony happiness, reduces AEC upkeep costs. Requires From Abyss to Galaxy ascension perk.
  • Neural Computer: Increases empire research speed. Increases colony research output.
  • Management Matrix: Increases colony resource output. Requires From Abyss to Galaxy ascension perk.

Unique Systems
  • Spinning Ringworld: You can choose to slow it down to make it a regular habitable ringworld, or spin it up for an increasingly larger science bonus for your empire (like a science nexus, but larger bonus to research speed).
  • OvO System: A random event will cause a Harborworld (WSG's version of ecumenopolis) to spawn next to your home system, with a modifier which prevents resettlement. After a few years a ground invasion and psychic avatar will attack the system. Beating it removes the modifier.
  • Lexington Sol: Sol system, except ruled by a cult worshipping Lexington. A chain of observation post events will let you either get a temporary science bonus, or adopt Lexington as your ruler for a permanent +10% unity
  • Trophy Shop System: Home of the trophy shop enclave. If you click on the Titan's icon, it gives you an option to buy it from them. Building a starbase here lets you build a unique module to increase trade, and the habitat has a unique district type (panty harvesting district).
  • Horquin System: Origin of the mid-game crisis, the WSG Khan, which will be explained in another part of the guide. After the Khan's defeat, leads to a system with a unique megastructure alloy generator.
  • Blood Moon: A giant broken moon with tentacles. Periodically asks for resources, but usually gives 2-3 times the value in return by means of random lootbox reward. Or you can kill it for a tech.
  • Prison Ringworld: A ringworld around a giant planet with some ships guarding it. Destroying the guards will, after a few months, cause everything in the system to be destroyed and release a giant AI ship. Defeat it for technology which unlocks a ship module (not really that good, though).
  • BUG System: A random wormhole may appear leading to an easter egg system with a bunch of funny worlds. An AI will contact you, and if you offer to help, you'll have to assign a high-level scientist for a few decades to do the special project. The reward is unlocking a deposit which is the equivalent of like 3 or 4 science nexuses worth of science output. And maybe some minor country modifiers depending on RNG.
  • Dave: A totally-not-deathstar with a giant sunflower painted on it. Defeat it in combat to unlock a special project to capture it.
  • Schneewind: The system isn't actually called this, but contains a space dragon of the same name. Defeating it will cause most/all planets of the system to turn into Aqua worlds. These are an uninhabitable class like barren worlds, and are not to be confused with normal ocean worlds. Defeating it also unlocks the Undine colossus weapons to turn more planets into Aqua worlds, and a special tech to transform Aqua worlds into Hot Springs Worlds.
  • Psychic Shipgirl Cluster: Events explained in another part of the guide.

Event Chains
Analyze Psychic Signals. A random event which unlocks a special project of the same name. Completing it will cause a wormhole and a powerful psychic avatar to appear in one of your systems. Defeating it will give you the choice to continue the event chain or get a powerful admiral. Completing the chain involves entering the wormhole and conquering the four off-map systems, then building a psychic device in each system to remove the shroud infection. Curing the infection causes all systems to transfer to a new psychic shipgirl empire, which you can then choose to annex or simply vassalize. (WARNING: The newly-minted psychic shipgirl empire may be extremely powerful, and can probably smack around end-game crises like its nothing. Having them as a vassal might mean you effective auto-win wars due to their power, which can upset game difficulty levels.)

Crises
  • SG Khan: Pretty similar to vanilla khan in terms of gameplay mechanics. Main differences are that you can make peace with them for a tribute of a few thousand food, energy, and consumer goods every few years, instead of having to surrender and be vassalized like with the vanilla khans. They "attack" planets by deploying armies of giant, wild monsters which occupy a planet until destroyed. They also come from a unique gate which leads to a system containing a unique megastructure alloy generator you can capture if so inclined.
  • United Fleet: End-game crisis with crazy powerful ships.

Megastructures
  • Kebab Factory: Unlocked in the trophy shop. Basically lets you produce a ton of food from a lava world. Unlike other megastructures it does not "block" the world it was built on, so you could in theory build a second megastucture or terraform/settle the lava world if you have the relevant mods.
  • Dyson Swarm: Much lower output than the dyson sphere, but it can be used in habitable systems and won't kill off all habitable worlds, which seems like a fair trade-off.
  • Mining Station: Pretty much what it says on the tin.
  • Hidden Capital: An abyssal megastructure which turns an asteroid into a secret command post. Gives influence, edict duration, and admin cap.
  • Dimensional Anchor: A broken megastructure in a fallen empire system which when repaired and upgraded gives energy, minerals, and naval capacity. May also trigger a crisis according to the code?
  • Interstellar Minefield: Destroys all ships in a system every 10 days. Except ships from the United Fleet crisis, which are merely damaged.

Waifus Overview
There are five unique leaders in this mod. Noteworthy features include:
  • They all have interaction menus. These can be accessed by using the WSG menu edict, or by using the diplomacy interface (except for Bubbles, which cannot be accessed this way). This is where you can interact with them and such.
  • They are invincible. Even when killed, they are simply put into a time-out for a few years before healing and becoming available again.
  • They can change leader class on demand. So they can all become scientists, governors, admirals, etc. However, when you do this the game basically deletes the old leader, and creates a new one with the same name/image. So changing class can reset levels and remove most non-special traits, meaning you almost never want to do it. Keep a leader in one class forever if you want the strongest possible leaders.
  • Most have alternative portraits/costumes. On the interaction menu, you'll notice some left and right arrows by the bottom of the picture. Click these to change the characters' portraits.
  • Trivia time! There may have been plans for a 6th waifu based on the Dimensional Horror. You can find the graphic for her in the gfx/models/portraits folder, and in one of the loading screens where she's staring into the eyes of Gray waifu.

Waifus
Lady Contingency: Random event where you are attacked by an AI ship. Beat it up, and it'll transfer to your side as a pretty generic ship. You'll later get an invitation to an expo by a WSG Fallen Empire which ends in her becoming a "proper" character that can transform and is significantly stronger. Lady's warship is extremely fast and hits very hard, but its defenses aren't nearly as powerful as its attack. (That doesn't mean the ship itself is necessarily fragile, but just that it can dish out a lot more DPS than it can actually withstand). Note: Don't oath her until her affection maxes out, or you may skip over some events that unlock costumes.

Lady Upgrade 1: The Fallen Empire Expo mentioned in the previous paragraph.

Lady Upgrade 2: Unlocking the L-Gates lets you choose between:
A) A modifiable version (loadout can be customised in the ship designer)
B) A version with a colossus planet-destroying ability
C) A juggernaut version (despite getting more HP and weapons, it actually performs worse in combat than before due to losing its previously very high evasion)

Honestly, always go with A. Regular vanilla juggernauts and colossuses can literally do those things already, so all you do is save a small amount of ship costs by choosing those two upgrade paths. Option A, however, lets you add even stronger late-game equipment on her hull, making her deadlier than ever before.

Bubbles (Space Amoeba): Same as in vanilla. With the prerequisite genetic engineering technology, you'll get an event where you can genetically modify Bubbles into a waifu. In warship form will give a bonus planet modifier to all colonies in the system she is located in, so it's usually best to keep her in starship form unless you really, really have no better governor. As a warship Bubbles is slow and pretty weak, so you probably won't be putting her into combat fleets due to her dragging down their speed.

Nirvana (Dragon): Defeat the Ether Drake and maintain ownership of its home system until the relevant event pops up, which requires a certain level of genetics technology like Bubbles. Recommend using her in admiral form instead of warship form, so she can benefit from advances in technology and remain relevant into th late game.

Grey: Basically overwrites the Lonely Stroller event from the L-Gate event chain. Compared to Lady Contingency she is significantly more durable, somewhat slower and less harder-hitting, and has a built-in colossus Neutron sweeper.

Shimikaze: Event that triggers when unlocking the "Mirage of Steelblue" ascension perk. Decent all-rounder.

Other Unique Leaders
These do not have any special interactions, but are still decent leaders.

  • Santee: Governor. Specialises in slave and worker output at the cost of happiness. Unlocks a planetary edict to further increase slave output at cost of more happiness. Unlocked by the Galactic Lighthouse ascension perk.
  • Naila: Governor. Unlocked by researching the good/farming techs. Increases trade, specialist output.
  • Eila: Governor. Unlocked by choosing the Eila civic as a starting civic. Good all-rounder, but great considering you get her at the game start when you have no other decent leaders.
  • Rodney: Admiral. Unlocked by Project-R ascension perk. Mediocre.
  • Renown: Admiral. Unlocked by the Mist tradition tree (which is unlocked by the Project-R ascension branch). Great admiral.
  • Repulse: Admiral. Same as above.
  • Invincible: Admiral. Refuse to continue the event chain after defeating the psychic avatar in the Psychic Signals event chain.
  • Peanut (Washington): General. Cut down the Cherry Tree tile blocker. Requires your starting system was the warship girl home system.

Trophy Points Shop
An interactable shop. Unlike the vanilla enclaves, which only sell one resource each, this shop will sell technoloy, weapons, ships, country modifiers, etc. However, you require a certain number of rank points to unlock each option. You earn a tiny amount of rank points basically any time any event from the mod that fires, you get a few points. No matter how trivial or silly it may appear. I think the only way to really "farm" points on demand is to oath lots of leaders, otherwise you just have to sit and wait for events to fire.

Branching Upgrade Paths
If you've looked at the ascension perks window, you may have noticed some mutually exclusive paths. I'll try to summarize them here so you have an idea what to expect.

Warship Girls
If you play a Warship Girls nation, you'll eventually get an event where you get a strange signal. If you choose to investigate it (it's a timed special project) you'll eventually come into contact with an alternate-dimension version of Warship Girls and unlock the Project-R path. If you ignore it or fail to finish the project in time, you'll instead develop a method of combining Abyssal technology with Warship girls and unlock the Project-S path.

In terms of gameplay, both sides unlock pretty similar equipment so your warships should be pretty equal either way. However, Project-R path seems to unlock somewhat better leaders and leadership traits, and a unique tradition tree for unlocking unique leaders. Project-S has more productive buildings and racial traits for colonists, as well as superior bombardment and planetary invasion abilities. Also, Project-R unlocks a class of light dreadnoughts, while Project-S unlocks a class of corvette-spawning motherships.

Abyssals
The Abyssals choice event is basically mention of a rogue Abyssal wanting to stray from their directives. You get a choice to basically embrace freedom (icebreaking path; unlocks "natural" reproduction and better diplomacy) or embrace conformity (nerve-staple everyone, screw diplomacy and become genocidal).
Last edited by Regularity; Dec 3, 2021 @ 5:50pm
Showing 1-2 of 2 comments
Silver Crescent Jul 11, 2022 @ 5:04am 
So how do you normally unlock Edelweiss? I think there are a few new waifus...
Last edited by Silver Crescent; Jul 11, 2022 @ 5:10am
Benedictus Oct 5, 2023 @ 7:58pm 
@Regularity
Question: How did you arrive at the name for "Lady Contingency"?

From the Chinese source files she is listed as "大小姐"
大小姐通讯界面(未变身)
ChatGPT
Translation: "Miss Communication Interface (Untransformed)"

Explanation:
  • "大小姐" translates to "Miss," often used to refer to a young lady or a girl from a privileged background.
  • "通讯界面" means "Communication Interface," which refers to the user interface or platform used for communication.
  • "(未变身)" means "(Untransformed)," indicating that this communication interface belongs to Miss before any transformation or change.


So basically the phrase means "Refined Miss" or "upper class Miss"
And when used in the game, given the way she behaves, basically as a spoiled brat, that a better name might have been "Miss Comunnication" along with the word-play value of that phrase. Saying one thing while meaning another.
Last edited by Benedictus; Oct 5, 2023 @ 8:01pm
Showing 1-2 of 2 comments
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