Stellaris

Stellaris

Star Trek: New Civilisations
Herr Janiclar 10 Jul, 2023 @ 12:57pm
About the mechanics of Klingon Houses
Hi! First of all I have to say: This mod is amazing and magnificent but there is a point, what I dont get it. While I'm playing on this mod, I realized something: The part of overlord of planet doesnt work! Despite I gave a planet to one of Klingon Houses, the house cannot take the planet. Is that bug? ST NH has a good mechanics for Klingon Houses, also there is unique buildings of Klingon Empire. When will add the new features or mechanics for Klingon Empire and the others? Because I liked this mod. I'm looking forward to it about the new features. Keep going! :steamthumbsup:
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walshicus  [developer] 11 Jul, 2023 @ 4:39am 
Thanks!

I'd intentionally made it so that the houses don't gain actual *ownership* of the planets because I didn't want to take those planets away from the player. I think canonically we see Houses have control of large portions of a planet, but not outright system ownership. There's a risk as well with taking the planet ownership away that the pop factions will ping-pong in and out of existence.

With buildings, I also don't want to clog up the game with hundreds of - effective - duplicates. If we ever get a good system to have one building but conditional names or icons, then sure. But part of what makes STNC faster is that I focus "width" in areas that can support it better.


TBH if that other project does something, that's often enough reason for me not to want to do it. ;)



That said, at some point I want to look at how the Kazon Sects can fit into the House approach, and might look to make changes then.
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