Stellaris

Stellaris

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Balanced Start System Generation - More balanced neighbouring systems
   
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23 Feb, 2018 @ 11:05am
12 Oct, 2019 @ 3:25am
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Balanced Start System Generation - More balanced neighbouring systems

In 2 collections by Doomwarrior
MP Kollektion der deutschen Stellaris Gruppe
20 items
Doomwarriors Balancing Mods
3 items
Description
A balanced and fair Start that reduces the crazy luck factor early game still faces. This mod guarantees the same level of ressources the starting system gets in the predefined neighbouring systems to even out the heavy dependency every one has to relatively good ressources in the first systems.

*** Mod is working in 2.4.x!! ***

With the changes since 2.0 you are no longer as flexible in your expansion therefore you are much more dependant on the first few systems. There are lucky and unlucky starts and ressource deposits can create 300-500% in difference in early game income. No one can come back from that kind of scaling difference in early game.

This is what this mod fixes. A nice, relatively but not completely even start.
- Up to 2 directly neighboring systems will get the same ressource "treatment" as your starting system
- The amount of habitable planets in the universe "can be" drastically reduced to 0.05 (select one of the balanced maps and dont change habitable planet settings)
- speeds up early game a bit because you have more resources available
- You will not lose a game anymore because of a horrible start

Setup Tip: Dont go under 1.0 Hyperlanes too much, or you might not get to your neighbour systems

Files changed/used:
Paradox Interactive\Stellaris\mod\bssg\common\solar_system_initializers\

empire_initializers.txt
prescripted_species_systems.txt
megacorp_initialiers.txt
custom_starting_initializers.txt


Doomwarriors Balance Mods
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1584755417
42 Comments
Doomwarrior  [author] 20 Mar, 2020 @ 2:59am 
Just an example, for standard origin a balanced start is fine, but give a ringworld start that many ressources and you will have NO CHANCE whatsoever if you are not on one either.
Doomwarrior  [author] 20 Mar, 2020 @ 2:58am 
i might need to rethink the concept, because origins are inherently different, so it is only balanced for the most basic origin so to speak.

After a couple of testgames, i will see what i can do
liliandra_nadiar 19 Mar, 2020 @ 11:41pm 
Mod still works with 2.6.1.
Kyro Jorvaskr 4 Jan, 2020 @ 7:37pm 
will this work with 2.5?
Doomwarrior  [author] 21 Oct, 2019 @ 3:15am 
Mod has been updated to 2.4.x
Doomwarrior  [author] 27 Jul, 2019 @ 2:43am 
Looks like ill redo the mod with some fresh files apparently more changed than was visible on first glance
TechSY730 26 Jul, 2019 @ 12:20pm 
Oh, and you have the same issue in distant_stars_initializers.txt too

line 3873: add_anomaly = DISTAR_MED_CAT
line 3914: add_anomaly = DISTAR_MED_CAT
line 3985: add_anomaly = DISTAR_POD_CAT
Doomwarrior  [author] 21 Jul, 2019 @ 7:59pm 
i shall :) thx for helping
TechSY730 21 Jul, 2019 @ 2:34pm 
One last thing.

I noticed in special_system_initializers.txt, the lines right before the # Trappist System flag (line 2327 in your mod) have

add_anomaly = CRYSTAL_MANUFACTORY_CAT

but in vanilla (as of 2.3.3), this has been changed to

add_anomaly = {
category = CRYSTAL_MANUFACTORY_CAT
}

The former (what is currently in your special_system_initializers.txt) is no longer valid syntax, and will not work. You need to update it to the scoped category version.
TechSY730 21 Jul, 2019 @ 2:13pm 
Actually, it looks like the current contents of solar_system_initializers is
custom_starting_initializers.txt
distant_stars_initializers.txt
empire_initializers.txt
special_system_initializers.txt


prescripted_species_systems.txt isn't in the mod anymore