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retile's Introduction

Stellaris Immortal

Stellaris Immortal is a total rebuild mod of Stellaris, focusing on speed, balance and sane gameplay. It's also open source, so feel free to contribute!

How to contribute

Have an idea? Great! Head over to our discord to discuss it with the devs. You can also check out the issues page on Github and see if we've already talked about this!

Submitting pull requests

If you aren't a member of the mod team, and want to contribute, that's awesome (and easy!). Just fork the repository (there should be a little button on the top right saying "fork"), clone it to your machine, make all the changes you want, commit and push back to GitHub.

Then, go back to our repository, click the "submit pull request" buttton (on the right, under the number of commits). Click "compare across forks", choose "staging" as your base (that is, where you want your changes to end up), and choose your fork as the head repository. Select the branch on your fork with your changes, and create the PR!

Submitting bug reports

Check out the issues page on Github and see if we've already talked about this! If not, please submit a report! The more info you give, the faster we can solve it. Its especially helpful if you tell us what kind of mods you use - SI is incompatible with most content mods, so your problem might start there.

Installation

You can get SI from our workshop page.

You can also install by downloading this repository:

  • Follow the system-specific instructions Windows Linux
  • The mod should appear in your launcher. You may also need to unsubscribe from the workshop version of the mod for this to work properly. If stellaris shows you a harddrive icon on the left of the mod instead of the Steam icon, you're golden.

Windows

  • Choose the branch you want. We recommend you use the Staging branch, for the latest "stable" content.
  • Clone the branch into your local mod folder C:/Users/{YOUR_USER}/Documents/Paradox Interactive/Stellaris/mod, or download a zip and extract it there.
  • Rename the downloaded folder to "retile" if it is named anything else (such as "retile-staging")
  • Move the "retile.mod" file from the "retile" folder out into the mod folder.
  • When you're finished, you should see the following paths:
    • /mod/retile/readme.md
    • /mod/retile.mod

Linux

cd ".local/share/Paradox Interactive/Stellaris/mod"
git clone https://github.com/Stellaris-Immortal/retile.git
ln retile/retile.mod .

retile's People

Contributors

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retile's Issues

[TODO] : Fix End-Game Crisis Events

  • inspect the event chains to ensure they work properly
  • possibly reduce ship numbers - in line with the empire ships rework
  • adjust balance to be appropriate for the mod

[TODO] : Overhaul Exploration

  • Make automatic exploration available from game start
  • Make subspace exploration available earlier
  • Possibly make subspace exploration able to visit unexplored systems.
  • As per one suggestion: "imagine if you didn't see hyperlanes until you visited both systems"
  • Maybe more?

[TODO] : Implement Machine Empires

  • implement basic economy (should mostly transfer over from Hive Minds)
  • implement all-new edicts
  • implement all-new deviancy events
  • implement all-new policies
  • overhaul major civics (origins)
  • overhaul machine pop traits
  • lots more...

[TODO] : Rework Trade Buildings

  • Slightly reduce effectiveness of Commercial Zone/Megaplex
  • Add 2.5/5 TV to City District Jobs
  • Add 5/10 TV to Rural District Jobs, and to Clerks
  • This normalizes the buildings to be +5/+10 TV per district. This makes it strictly inferior to all other buildings now, except in the case of a completely non-specialized planet. So it may end up needing to be buffed in the future...

[SUGGESTION] : Explain what job changes from civics do within the tooltip

When picking civics for your government the options like Exalted Priesthood, Merchant Guilds, Byzantine Bureaucracy, Aristocratic Elite, Shared Burdens and Technocracy replace various jobs with other jobs, but don't explain what these jobs actually produce or how they differ from the job they replace.

A summary on the differences between the jobs within the Tooltip would make it easier to understand what these civics do.

[TODO] : Change colony abandonment

Prevent resettling the last pop off a planet.
Add an "Abandon Colony" decision that does the following:

  • resettles all pops on the colony to random planets. This includes the owner, any countries that have a migration treaty with the owner, or any country with all or species-appropriate refugees policy.
  • The FIRST pop resettled cannot return to owner country. If no other country is found for it to escape to, delete it.

Rising Unemployment warning firing frequently

In my current playthrough I'm frequently getting Rising Unemployment events for planets without any unemployment.

There usually is some amount of crime on these planets, or possibly due to a pop growing and immediately resetlling?

[BUG] : Things that say they will spawn multiple pops only spawn one pop

Things like The Omnicodex (spawn 3 pops) and the Caravaneer offer for the Rackets (spawn 4 Racket pops) instead only spawn 1 pop. The Numistic Order Caravaneers offer to spawn merchants (with species trait Numistic Administration) correctly stated that it would spawn 2 pops. I suspect this is intended behavior given the overall reduction in pops, but it would be nice if it indicated the number of pops it would spawn correctly.

[BUG] : You can abandon your homeworld on literally day one.

Expected Behavior

The homeworld should not be abandonable.

Current Behavior

The homeworld is abandonable

Possible Solution

Remove that decision from any world designated as the empire homeworld.

Steps to Reproduce

  1. Start a new game
  2. Before unpausing, go into your homeworld's decisions list, and abandon colony.
  3. Wait exactly 1 year (360 days).
  4. Lose the game.

[BUG] : A bit of everything trade policy

The AIs appear to have a trade policy with a bit of everything (viewable in commercial pacts) and the info on trade here states this: "Trade policies have been reworked. You start the game with an alloys policy, and the option to switch to consumer goods, or a bit of everything."

This policy isn't available ingame at game start:
TradeAtStart

Or later in game with most non-repeating research completed:

TradeLater

[TODO] : Implement Hive-Minds

  • exclude rapid/slow breeders traits from hive-mind, or make alternates
  • make alternate communal/solitary +0.3 stability for hive-mind, with different names... 2 trait points
  • make alternate conformists/deviants for hive-mind, or exclude
  • buff weak/strong/very strong worker output in general...
  • make natural scientist traits work with hive-mind, or exclude
  • Add colony designations for hives (partly done)
  • add edicts for hives
  • Adaptive Bureaucracy for hive minds - remove display of piracy stance, possibly add hive-unique effect
  • replace planetary prospecting with better perk, or fix it's effects to be desirable
  • fix prosperity finisher for hive to be interesting
  • More as we think of it...

[TODO] : More fallen Empire types

Have to fix the vanilla ones first, but putting this here for collecting ideas.

Slumbering Swarm: devouring swarm that feel asleep millennia ago. Hope it stays that way...

[SUGGESTION] : Robot Overhaul for Organics

One of the issues I find in vanilla is that it is always advantageous, even for Spiritualists, to construct Robot Assembly Plants as pop growth is king. I propose rectifying this by modifying the Mechanist civic to add Robot Output instead of another Replicator. Replicator base assembly rate increased to 3. Trait which increases assembly rate removed. Policy which controls robot construction should be modified to instead add 100% additive pop growth if Robots are outlawed, equal to the assembly rate of robots.

Thus Robots would be a choice if you wanted to get Habitability independent pops and not an automatic choice for extra pop growth. This would also be a powerful buff for Psionics who lack the pop growth of the other two Ascensions. Synth Ascension should still give another Replicator job as it does now, for a total of 6 base assembly rate. Perhaps another 17% should be added to it or Flesh is Weak for a total of 9 assembly rate, which is still slightly lower than what Bio pops can achieve on Ecus, even without Bio Ascension's Fertile trait.

If you picked Synth Ascension then organics cannot grow anymore on your planets and you either have to assimilate them as Synths or purge them. Cybrex Relic should be balanced around this, as the Assembly Rate active would be too strong for Synth Ascension. It should give 10% Robot Output or something of the sort.

[TODO] : Fix market cooldown

Everything about the market cooldown is annoying. Proposed fixes:

  • make any trade at all cause a spike in market price.
  • make the market price recover faster
  • maybe use global event country to make random trades on the galactic market to keep prices fluctuating

[TODO] : Reconsider Cohesion

Not sure if it's in a good place right now or not. So we're going to keep an eye on it.

If you have an opinion about the current cohesion system, please discuss it here!

[TODO] : Improve AI

  • Improve AI bonus to trade value with difficulty slider (COMPLETE!)
  • get them to build more research earlier
  • get them off a generic ai-only trade policy
    -- start with alloys like normal, then switch to research ASAP (Except for unity personalities, who might use unity for a while before research.)
    -- switch back to alloys during wars, or during high-threat periods or times of significant development.
    -- prefer research whenever possible.

[BUG] : Xeno-compatibility

Has Xeno-compatibility been adjusted/implemented with the pop changes?

I've played through about 100 years with Xeno-compatibility emphasizing pop growth bonusses and multiple species on every planet without seeing any hybrid pops.

[SUGGESTION] : Alter Zroni/Baol precursor chains.

Zroni is impossible to ensure you complete if you want to expand. In a Criminal Megacorp game, I own 31 systems, which contain 8 habitable planets, including my homeworld, my 2 guaranteed worlds, and the Rubricator relic world. Those 4 worlds are the only ones I inhabit.

The zroni quest chain requires uninhabited but habitable worlds in order to spawn its archeological sites. Because I only have 4 available, and you can't have more than one site per planet, I cannot finish the quest chain.

This isn't so bad if you know you need to have a certain number of habitable worlds up front, but that kind of industry knowledge shouldn't be expected of a player, especially for something like a precursor civilisation.

Proposed fix: Allow these precursor site spawns to occur on barren/toxic/etc terrestrial worlds, as well as currently habitable ones.

Note: Baol seems fine, I've had them complete, but may not be.

[TODO] : Overhaul Purging

Overhaul purging to work better:

  • Pops should purge at a rate independent of their planetary density.
  • Purging pops should cause negative events.
  • Prethoryn should purge much faster.
    Maybe more...

[BUG] : Enforcer decision adds Soldiers

Provide a general summary of the issue in the Title above
Note: If this is a localization error, feel free to submit a pull request with the fixed loc.

Expected Behavior

THe tooltip says enforcers.

Current Behavior

The decision instead adds soldiers

Steps to Reproduce

Was performed on a corporate strong/military light/authoritarian ethics

[TODO] : Overhaul Bombardments

Fix bombardment to do more appropriate things.

  • Reduce the minimum pop thresholds to retile-appropriate values.
  • Possibly script ruining/destroying buildings.
  • Add more negative events that can result from bombardment.
  • maybe more?

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