Stellaris

Stellaris

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Lords of the Stars
   
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2.655 MB
20 Nov, 2017 @ 5:20am
23 Sep, 2018 @ 4:58pm
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Lords of the Stars

Description
Updated for 2.0. Quite a lot changed, so several things will continue to change as I find what works, and what doesn't.
If you wish to play this mod for 1.9 still, head over to the 'legacy' version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1312742289

What this mod does:

This mod adds in 6 sets of custom-made Empires, their traits, their tradtions, and any extra buildings they use.
Custom starting systems are in.
A few entries in the 'Defines' file were copied and edited as well, kinda 'quality of life' type edits.
Currently planning on adding ship sizes and weapons, but consider those future updates.


Before you get this mod:

Be warned that some of the effects are unbalanced. I know this, I made them that way on purpose (well, mostly) because as far as I have seen, most of the vanilla traits are either too weak, or too expensive, and don't offer much help at later points in the game. The traits I've designed don't follow that. Each Empire set follows a certain theme, adding somewhat large and overlapping bonuses in a small area, while neglecting most others.

Overall, the trait benefits should accelerate each empire's development in their focus.
Also, be warned that most of these numbers work on 'normal' difficulty. You might experience some unexpected effects if you go to a harder difficulty (that gives the AI rather blanket bonuses).

Finally, I don't have any of the DLC or expansions. So while I can browse those files, I can't use any of them, so I don't know if there will be any conflicts for those who do posses Utopia, Synthetic Dawn, etc.



Who would want this mod:

You could say this is an RP mod, and it is in a way. I wanted to set up my Stellaris universe with my 'Lords of the Stars' universe. Everything is really set up so that you turn this mod on, load up your own favorite race, and encounter the 6 extras, watching how they interact with each other, and everyone else. The Tekenar are a bit gruff, but they'll keep your back if you make friends with them. The Ts'Arek want everyone to be friends, and later on, they may do their best to force that to happen. The Gralvalar just want to trade and develop on their own, no extra treaties. And so on.
The Kornag though, I designed them to be like a mini crisis. If they're left alone long enough, they'll start to out-number most other empires, prompting them to either start allying, or put up a better fight. The Kornag are AGGRESSIVE and have an innate modifier that makes everyone hate them (and thus they hate everyone too).
You're not really supposed to play as the Kornag, but you can, if you want to experience what it'd be like to have the whole galaxy turned against you from the start (you masochist, you).


Additional Notes:

I've done my best to playtest and check for errors, but I can't get every single one, so if anyone finds a bug or error, feel free to send me a comment or whatever, ideally with the error log or screenshot of the bug in question.

Most of my mod is just adding stuff, so there shouldn't be any conflicts. However, due to the need for overwriting a few things, any other mods that change the traditions gui, or edit the '00_planetary_war_demands' file will likely get upset.

I don't speak or read any other languages, so I can't personally provide any non-English localizations. However I am more than willing to work with someone to add them in if it is desired.

If you want to play with this mod and other mods that add traditions, you can use this patch mod to flood your GUI with tradition options!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1289085588 (LotS of) Traditions Compatability



Credit where credit is due:
Thanks to the guys in the Paradox Modding server of Discord for bouncing ideas back and forth with me. Props to ViolentBeetle (thanks for the events help!), and Zevfer in particular, and several others I can't remember for helping with the code.
I made use of some of the colors and emblems from the Expanded Colours [144 Colours], Flags : Emblems & Backgrounds and TehT_FlagPack because they just look awesome. Besides referencing them in the prescripted_countries file, I didn't copy anything. Honestly, they're really nice mods for greater customization, so why don't you have them already? XD

German localization/translation done by EarlGrey. At least what actually does have German localization.

Other than where specifically mentioned otherwise (in the credit section), files were edited from vanilla/core files. (assuming I ever copy files)
Popular Discussions View All (2)
3
24 Sep, 2018 @ 5:02am
Exceptions/Error File 12:04pm PST LoTS Mod
8377 Rose
0
27 Nov, 2017 @ 3:26pm
Localization
draconicDuelist
22 Comments
draconicDuelist  [author] 11 Jun, 2019 @ 10:10am 
Work is currently underway to update this mod to the current version (2.3 something)
So many modifiers had their wording changed, and several modifiers were outright removed while I was making use of them (looking at you country_subject stuff)
I'm currently messing with buildings to work around how they changed functions.
I think with me know having more DLC I got the Kornag to work properly (with their subject race the Grots)
8377 Rose 4 Apr, 2019 @ 2:13pm 
Ech.
draconicDuelist  [author] 2 Apr, 2019 @ 1:36pm 
I just looked at some of the patch notes, and I'm willing to bet that most if not all of this mod won't work after 2.0 or even 2.1
I may be getting back into this and CK2, so if I have time and desire, I will look into getting this updated for 2.2+
At least I have some more free time lately.
8377 Rose 23 Sep, 2018 @ 12:01pm 
Dracarys, I will be running this mod on the current version of Stellaris with all the DLC I have, and I will drop the error log[if any] in discussion. Cheers. o7
draconicDuelist  [author] 3 Jun, 2018 @ 8:06am 
I can't fix anything if people don't give me any error logs to try figuring it out with. I've already stated that I don't know what's causing it, becauseIdon't have the DLC. If you don't give me some error logs, you obviously don't want it fixed.
<Insert name here> 3 Jun, 2018 @ 7:54am 
I can confirm that mod is no longer working or has a unknown confliction. I too have Synthetic dawn and my game crashes but game works perfectly fine again after i disable your mod. i have alot of mods tho and cannot be bothered with messing around disabling them to find the route problem.
draconicDuelist  [author] 15 Apr, 2018 @ 6:09am 
@XTRAmir I don't have the DLC, so I don't know how I could bug fix that. I never saw any game-breaking errors in the log, but maybe it displays differently based on DLC.
I don't really have time to fix my mods due to real life so, I'm sorry to say that I just recommend you turn my mod off if you play with that DLC.
XTRAmir 15 Apr, 2018 @ 5:41am 
After purchasing synthetic dawn today, your mod crashes the game at the loading screen when you start a new galaxy. After deactivating your mod, eveything works fine.
christophe.poth 25 Mar, 2018 @ 3:20pm 
thaks a lot , keep up the good work!
Regards.
draconicDuelist  [author] 25 Mar, 2018 @ 7:30am 
@christophe.poth yes, the 6 empires I've designed were set to always spawn in each game with the mod running. If you want to change that, go to the mod, open the 'prescripted_countries' folder, then the file inside it. For each empire, there is a line that says 'spawn_enabled = always'if you want them to be random, change it to '= yes', if you don't want them appearing at all, change it to '= no' (or disable the mod >.>)