Stellaris

Stellaris

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Multi-Empire Starting Systems
   
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29 Dec, 2017 @ 10:45am
8 Jan, 2018 @ 9:51am
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Multi-Empire Starting Systems

Description
DUE TO HOW SYSTEMS ARE HANDLED IN 2.0, THIS MOD IS UNFIT FOR CONSUMPTION BY 2.0 USERS AND PROBABLY WILL NEVER BE.

This is a fairly simple mod, that adds 3 custom starting systems that the player shares with AI empires.

First one is Sol, but you start on Mars. Mars and Earth are a bit out of proportion (Vanilla Mars is too small to serve as a home world). Mars also has its own unique look, so I recommend using one of the dry climate planets as a starting planet, to avoid discrepancies between cityscape/outliar and in-universe view.

Two other, called "Double Start" and "Triple Start" let you start in a generic system populated by 1 or 2 other empires.

Finally mod features three new perscripted empires - Free Martian Congregation, Nakesh Missionary Authority and Unified Tiffle Directorate that utilize the new starting systems. All are allowed to spawn in game as AI empires, so I think it's possible for Martians to spawn alongside another Sol-using empire, but so far I haven't seen it. I hope to find a way to prevent it.

Due to how 2 guaranteed habitable planets mechanic works, it can't actually pick the right class in contested space. Sol would still has its two, but they won't necessary have any habitable planets. The other two won't have anything at all.

Thanks to /u/ageorgeformangrill from Reddit for the idea.
29 Comments
Cameron Parris 13 Feb, 2019 @ 6:45pm 
So, can't you give the option to choose? Like take an Event UI template, and in-case the name of the System you chose to start out with shows up more than once. Give the Player the ability to choose. With the one the player made having PLAYER SYSTEM in the name for choices.
Violent Beetle  [author] 30 Sep, 2018 @ 1:42am 
Nah. The problem being that United Nations of Earth or Earth Custodianship would spawn in a different Sol, because game-starting script does not recognize them as the same system. Causing two Sols.
ShadowDragon_79 29 Sep, 2018 @ 10:56pm 
Why do you want to prevent marsian empires to spawn in the same system as a normal (roughly) human empire ? - I thought that was one of the points to this mod...
Pode 30 Mar, 2018 @ 2:04pm 
My plan for that is ship sections with no thrusters that are event spawned in orbit like the primitive space stations are. I just won't get to experimenting with that code for at least a week.
ZacharyBuilder 30 Mar, 2018 @ 1:05pm 
alright
Violent Beetle  [author] 30 Mar, 2018 @ 1:04pm 
While there are some ideas floating around on how it can work, at the moment it's highly unlikely I implement any of them.

We gonna need an alternative to starbases before we are getting anywhere at all.
ZacharyBuilder 30 Mar, 2018 @ 12:52pm 
if possible could you update this mod to 2.0.2 violent bettle please
Pode 29 Mar, 2018 @ 3:19pm 
There's gonna be a lot of overlap, since this mod would be starting from a position that PP needs to allow to emerge naturally. I'm working on it, and Violent Beetle or anyone else is welcome to take my code and run with it.
labgnome 29 Mar, 2018 @ 2:33pm 
Dosen't primitive players start the player off without a starbase? Or is ti just hidden?

I mena that kind of thing might make this dependent on primitive players, or make it a competing version of it, but I could see requiring some kind of system-wide unification to build the starbase maybe being a fix. Also, maybe not a bad idea for primitive players anyway to avoid cannon-fodder rebels? I mean I really like the idea of this mod, so I am just throwing things out there to see how to possibly make it work.
Pode 29 Mar, 2018 @ 12:24pm 
Violent beetle's already said that without a starbase the other factions would just be conquest fodder. He's not wrong, but I am still working on that for Disputed Systems.