Stellaris

Stellaris

Hybrid Colony Designations
79 Comments
JPPlayer2000 19 Sep @ 2:46pm 
Cool thanks
PlainWhiteToast  [author] 19 Sep @ 12:51pm 
@JPPlayer2000 > Well, there are no designations specifically targeting nanite worlds. These designations work like the vanilla ones: They do nothing until selected, and then they provide bonuses to the colony based upon which designation you chose. So, put another way, they affect nanite worlds pretty much the same as the vanilla designations of which they are hybrids
JPPlayer2000 18 Sep @ 8:11am 
How does this mod affect Nanite worlds?
n8 2 Sep @ 10:36am 
oh, fuck yeah, this is what i wanted
PlainWhiteToast  [author] 30 Aug @ 5:12pm 
v2.6.1 is just a maintenance update to set flags to indicate that it has been validated for game version 4.0.23.

@ZAPierZeta - Thanks! I'm just trying to make these look like they've always been there.
ZAPierZeta 30 Aug @ 3:43pm 
Amazing mod, I appreciate that it properly takes into consideration the buffs you get to plaetary designations from adaptability and the galactic community!
Anton Rabe 24 Aug @ 6:15am 
Oki doki, thanks you for answer, you have very cool mod, thanks you again
PlainWhiteToast  [author] 24 Aug @ 5:40am 
@Anton Rabe > Sorry if this is not the right place for suggestions or you don't want other people's ideas

I actually need other people's ideas for stuff like this - I don't play slavers so this would never have occurred to me. I'll look into it, but this is something that would work better on HCDX . This mod has a slightly different focus and is only adding variants of existing archetypes.

In any case, I'll see what I can do.
Anton Rabe 23 Aug @ 10:51am 
I have an idea about adding a colony type for the Planet of Slaves, which will increase the growth rate of the slave population or the efficiency of their work and auto-resettlement
Sorry if this is not the right place for suggestions or you don't want other people's ideas
PlainWhiteToast  [author] 22 Aug @ 2:00pm 
HCD v2.6.0 is now up. This version has been updated for Stellaris version 4.0.22 - several modifiers have been deprecated and had to be replaced with something less ideal. Thanks, Paradox! Also added 3 new thematic variants: Organic Sustenance Unit, Colonial Segment & Habitation Scaffold. Details in the Change Notes.
PlainWhiteToast  [author] 16 Aug @ 7:40am 
@Comrade Phoenix > Thanks so much for making it!

You're welcome! Reading comments like yours is why I do it!
Comrade Phoenix 15 Aug @ 9:15pm 
This and the expansion have rapidly become essential mods for me. Thanks so much for making it!
PlainWhiteToast  [author] 15 Aug @ 1:45pm 
v2.5.0 is up. This one adds three new thematic variants, all for basic resources + unity, all aimed at gestalts. I've also enabled Splicegrove Combine for Rogue Servitors. Details in the Change Notes.
PlainWhiteToast  [author] 13 Aug @ 1:32pm 
@kibitz! > Rogue Servitor empires don't appear to receive the food + bio science designation

You're absolutely correct. The vanilla game doesn't enable food designations for Machine Intelligences, and I have generally followed their lead. I will grant, however, that Rogue Servitors have a valid use case. I'll insert an exception for them on the next release.
PlainWhiteToast  [author] 13 Aug @ 12:00pm 
@Blakenstein - Thanks! Stay tuned - more to come!
kibitz! 13 Aug @ 11:12am 
Rogue Servitor empires don't appear to receive the food + bio science designation. Thank you for your cool mod.
Blakenstein 12 Aug @ 1:06am 
Fantastic mod, love your work!
PlainWhiteToast  [author] 8 Aug @ 1:35pm 
v2.4.0 is up. This one adds 3 new variants for habs: Colonial Outpost, Orbital Archive, and Reliquary of Inquiry.
PlainWhiteToast  [author] 6 Aug @ 3:40am 
@Blakenstein - I typically filter out the bodies with unique tile sets because they use different IDs and often use special mechanics, but that one seems pretty straightforward. I'll queue it up for the next release.
Blakenstein 5 Aug @ 9:03pm 
Oh nothing specific in mind, just noticed how lacking the Habitat choices are compared to what you've added. If anything, maybe a Habitat version of Colonial Outpost would be handy.
PlainWhiteToast  [author] 4 Aug @ 11:36am 
v2.3.1 contains a hotfix for a couple of errors that nobody but me noticed. Hopefully. Details in the Change Notes.
PlainWhiteToast  [author] 4 Aug @ 10:48am 
@Blakenstein - Well, I added one on HCDX (Sanctuary Beacon), but I don't have any current plans. What did you have in mind?
Blakenstein 4 Aug @ 9:12am 
Any plans to add new Habitat designations in the future?
PlainWhiteToast  [author] 2 Aug @ 6:52pm 
@alankraskow As you've already figured out, I have another fortress option over on HCDX, although it's really just a hybrid of the vanilla Fortress World and Forge World designations. If you're looking for anything spicier, that would definitely be an HCDX kind of thing. If you have a different theme in mind (Military Academy World?), drop your ideas in the comments over there and we'll see what makes sense.
alankraskow 2 Aug @ 12:41pm 
@PlainWhiteToast hey, could you possibly add some different fortress world designation? The one in vanilla is very bland and we could use something slightly better. Maybe with better army build speed or something?
PlainWhiteToast  [author] 1 Aug @ 7:23am 
HCD 2.3.0 is up. It introduces a new (and final) archetype: Unity + Trade, with "Mercantile Secretariat" being the flagship designation. It also comes with 4 new thematic variants and 3 more options for the Unity + Research archetype. See the Change Notes for details.

This marks the end of vertical growth for HCD, which will not be adding any further archetypes. New variants for different empire types, as well as bug fixes and version updates will continue, however. If you're still hungry for more, you may want to give HCDX a look.
PlainWhiteToast  [author] 30 Jul @ 4:17am 
I've been dropping hints for the last few days that a companion mod was on the way. Well, now it's here, and you can find it on this page:

Hybrid Colony Designations Extended

It's like HCD's spunky little sibling - filled with curiosity, exuberance, and questionable life-choices. Check it out, if that sounds like your thing.
PlainWhiteToast  [author] 29 Jul @ 10:11am 
HCD v2.2.1 is a mostly-maintenance update. I refactored some back-end code that nobody sees, mostly for best-practices and consistency. I have also re-implemented Capital exclusions for all of these designations. Capitals are special and these designations, while functional for Capitals, were not optimized for them. I may do something else there, later.
PlainWhiteToast  [author] 27 Jul @ 1:57pm 
@napamathguy > I'd expect other options to be similar. Like a scientific capital (+10-15% research output)

Ya know what? Maybe. I was looking at "Planetary Archive" as being something that would work just fine in a Capital setting. TBH, though, I think creative capital designations is outside of scope for HCD, which I want to be the "safe" option. Just vanilla designations fused together and averaged out. And only ones most players would find useful. The mod I'm releasing later this week (HCDX), however, is for people who are interested in things PDX might deem inadvisable. This could be one of those things.
napamathguy 27 Jul @ 10:48am 
All the capital specializations seem to have stability, housing, amenities, government ethics attraction, resettlement bonus, and a 5% bonus to resources from jobs.

I'd expect other options to be similar. Like a scientific capital (+10-15% research output), a bureaucratic capital (+10-15% unity output), maybe even a stronghold capital (+10-15% soldier output). That sort of thing.
PlainWhiteToast  [author] 27 Jul @ 9:11am 
@napamathguy > Should quite a few of the hybrid designations be available for the capital planet?

I'm evolving on this one. I originally had the "is_capitol = no" filter in for all my designations, mainly because the vanilla designations I was cribbing from had that. Later, I started removing the filter because I figured players should be able to choose. Now that I've gotten a better understanding of how the engine works and how the capital is treated differently, I'll be adding it back. I don't think turning your capital into a vertical manufacturing hub will break anything, but it's clear that Paradox doesn't want that and it's probably safer if I comply.
napamathguy 26 Jul @ 6:43pm 
Question: Should quite a few of the hybrid designations be available for the capital planet? (E.g., "food + trade" designation.)
PlainWhiteToast  [author] 26 Jul @ 10:52am 
HCD v2.2.0 has been uploaded. This version adds 1 new archetype and 5 new thematic variants (see the Change Notes for details). The new “Colonial Outpost” designation re-imagines the now-deprecated "Colony" designation from Stellaris 3.x. It’s built for those fragile first steps on a new world and works best during the early days of planetary growth.

Head's up: I’ll be releasing just one more new archetype for HCD. I want to keep HCD somewhat focused with archetypes that appeal to the widest player base. Adding more than 15 new archetypes, many of them rather niche, is just going to annoy most folks. But, for the players who always want more, I will soon be releasing a companion mod dedicated to edge cases, role-playing, and creative min-maxing. It will be gloriously weird and will undoubtedly appeal to tens of people, but the opportunities for creativity are virtually endless.
napamathguy 25 Jul @ 6:06pm 
SO many possibilities. :-)

Looking forward to it!
PlainWhiteToast  [author] 25 Jul @ 5:24pm 
@napamathguy > I'd like to see a refinery world

I do take suggestions. But, in this case, I'm already working on a refinery world, and you will see it soon.

Let me take this opportunity to drop the first hint that I'll be calving off a companion mod from HCD to house all the edge cases and creative experiments. HCD will remain close to it's current size and stay focused on hybrids of vanilla designations, but there are waaaaay more possibilities out there. Not everyone is going to be interested in edge cases, though (like designations based on planetary features or civics). But if that's your thing, you'll see more soon.
napamathguy 25 Jul @ 2:03pm 
If you're taking suggestions, I'd like to see a refinery world. With the number of modifiers and deposits that gift free strategic resources (motes, crystals, gases), I'd like to designate a world for that purpose.
PlainWhiteToast  [author] 23 Jul @ 5:24am 
@Cyph the Terrible - Thanks for the compliments! Modding doesn't pay well, but we make it up in warm fuzzies. "Biofoundry Complex" is on the roadmap for v2.4.0. Now, I'm off for my morning grub slurry...
Cyph the Terrible 23 Jul @ 2:15am 
I love the hive loc for some of these Designations! This is an awesome mod not just for gameplay reasons but roleplay reasons as well. This is going to become a main stay in my modlists. I also agree with CoolingRoom1644 that a Food/Alloy boost for catalytic converter civics would be a fitting option in this mod, from my experience.
PlainWhiteToast  [author] 18 Jul @ 12:37pm 
@CoolingRoom1644 > Would love to see a food/alloys boost designation for catalytic converters.

I've never played that style but it looks doable. I could probably even do a single designation that works for Standard empires, Hive-Minds and even Wilderness. I'll definitely add it to the (increasingly lengthy) list.
CoolingRoom1644 18 Jul @ 12:25pm 
Would love to see a food/alloys boost designation for catalytic converters. It wouldn't be unbalanced or anything and would be really nice to have.
PlainWhiteToast  [author] 18 Jul @ 8:33am 
HCD v2.1.1 is just a re-upload of HCD v2.1.0, which appears to be less borked, now.
PlainWhiteToast  [author] 18 Jul @ 7:16am 
HCD v2.1.0 has been posted. This version adds 11 new designations extending existing hybrid archetypes to new empire types (see the Change Notes for details). Also included are a couple of housekeeping tweaks. All changes are save-game-safe, but Gestalt players may want to re-select their designations to see the new gestalt-flavored versions.
PlainWhiteToast  [author] 14 Jul @ 7:47am 
@ Loose_Change > an agriculture/consumer goods could fit nicely
There's always the odd planet or different playthrough that calls for something very specific. Fun fact: There are 45 possible hybrid spins on the core 10 designations. That does not take into account unique variants for Hive Minds, Machine Empires, and Wilderness origins. Will I ever get there? Does anyone really want that many options. I dunno but I'll keep checking the comments for feedback.
Loose_Change 14 Jul @ 7:37am 
Doing an angler run and an agriculture/consumer goods could fit nicely. Great mod!
PlainWhiteToast  [author] 14 Jul @ 5:30am 
@BRITELUV > I get an error "Corrupt Download"

That is more likely an issue with Steam than it is with any of the mods themselves. Steam's mod manifest has a bad habit of getting randomly broken with depressing frequency. Here's something to try:

1, Open your mods folder (\Documents\Paradox Interactive\Stellaris\mod) and delete all of your downloaded mods. Don't worry - Steam will restore them. Rename the folder if you want to be careful.
2. Find your mods manifest (\Documents\Paradox Interactive\Stellaris\launcher-v2.sqlite) and delete it. Steam will rebuild it.
3. Open your launcher and watch the timer spin while it restores everything.
4. See if that worked.

No guarantees, but that's worked for me in the past. If you're having problems with specific mods, un\re\subscribing along with the other moves may help, too.

Good luck!
BRITELUV 14 Jul @ 4:43am 
Whatever updates modmakers have rolled out over the last 24 hours, it has completely broken my ability to play modded stellaris. As of last night, when I try to download this (or a few other mods) I get an error "Corrupt Download" or "Content Servers Unreachable". Won't download through the launcher either.
PlainWhiteToast  [author] 13 Jul @ 11:59am 
I've uploaded the v2.0.0 update for HCD. All changes should be compatible with existing saves, with one major caveat (See the "Important Notice" in the Description). The major changes are:
-Designations have been split into separate files for easier maintenance. Players upgrading from v1.x should perform a clean re-installation.
-Added 3 New Designations: Global Grange, Powerstead Assembly, & Stonehall Union
-Tweaked some icons to make their purpose more clear
-Added experimental automated build queue plans for Rural & Grange designations. Unsupported. Most players should not use automated build queues with Hybrid Colony Designations.
PlainWhiteToast  [author] 13 Jul @ 6:45am 
PlainWhiteToast [author] 2 minutes ago
@napamathguy > Planetary Archive, why are there two Bureaucrat Output +5%?

I assume you are referring to the example screen caps. In that case, one is Output, and one is Upkeep. If you're seeing it in game, it may be related to other modifiers, like the Adaptability tradition. The mod does not, by itself, double that bonus.
napamathguy 13 Jul @ 1:39am 
Planetary Archive, why are there two Bureaucrat Output +5%?
PlainWhiteToast  [author] 12 Jul @ 4:08am 
@ Касим > Is it possible to implement planetary specializations for specific forms of government?

Possible? Yes. All Designations have a code block to defines who can and cannot use them. Here's an example for Fringe:

space_owner = {
is_ai = no
is_gestalt = yes
country_uses_food = yes
}
NOR = {
uses_district_set = city_world
uses_district_set = ring_world
uses_district_set = habitat
uses_district_set = machine_world
uses_district_set = cosmogenesis_world
uses_district_set = shattered_ring_world
}

The more restrictive you make it, however, the fewer people care to use it. And each one of these Designations come with their own fair allotment of baggage.