Stellaris

Stellaris

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Xeno Fauna (2.0)
   
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27 Feb, 2018 @ 5:28am
1 Apr, 2018 @ 5:24am
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Xeno Fauna (2.0)

Description
Find and exploit animals on alien worlds.

This simple mod adds several planet-based alien animals (strategic resources) for you to discover and exploit.

Here's how you go about doing that:

1 - Research Xeno Life Studies.
2 - Build a XenoFauna Studies on a planet.
3 - Clear some blockers on that planet.

Depending on local conditions, there's a very small chance that some interesting xeno fauna will be discovered once a blocker is cleared.

Each type provides a small empire bonus by just having it but you can build empire unique buildings on the deposit for further bonuses. The empire unique building on a deposit provides the majority of the empire modifiers, not the SR itself.

There are currently 10 different xeno fauna types to discover.

DISCOVERING ANOTHER DEPOSIT
  • A generic breeding center, that is built adjacent to a second deposit of a Xeno Fauna type already being exploited on another planet, increases that deposit by 1 once complete.
  • Further, if there's no building on the second deposit, an additional specialised breeding center is immediately added to the deposit's tile.
  • This allows you to exploit any additional instances of a Xeno Fauna type you are lucky enough to find.

COMPATIBILITY
This mod modifies the following vanilla files: common/technology/00_soc_tech.txt
Built against v2.0.
Should work fine with an existing save-game.

RECOMMENDED MODS
If breeding space-borne creatures is more your thing, please try Gwen's Domesticated XenoFauna, which is one of the inspirations for this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=817648237&searchtext=domesticated

Licence: Original artwork is copyright the author & Alpha Strike Games Limited.

PROMOTION/BLATANT PLUG/ADVERT
Want to say thanks for the mods I make? Then go check out this game my wife and I made:
48 Comments
AlphaAsh  [author] 24 May, 2018 @ 11:43pm 
One harmless bug being generated. So good until I get to it.
saganmaineiac 24 May, 2018 @ 5:24pm 
Needs patching for 2.1?
Exende 2 Apr, 2018 @ 4:51pm 
not really since I don't use Cultural Overhaul anymore :)
AlphaAsh  [author] 2 Apr, 2018 @ 4:38pm 
You have my permission. Better? :)
Exende 2 Apr, 2018 @ 4:33pm 
I didn't want to have to ask for permission lol. I don't plan on porting the changes over because I don't use it anymore
AlphaAsh  [author] 1 Apr, 2018 @ 11:27am 
Yes. Which is why this mod over-rides the tech file. To change that restriction. The file in the other mod is reverting the changes because it's taking precedence. If you've made a compatibility patch, why not publish it?
Exende 1 Apr, 2018 @ 7:38am 
Yes I had to juryrig a patch for it when I last used it. Basically with both mods the xeno zoo tech will show up only when you find you colonize a planet with alien pets (vanilla behavior)
AlphaAsh  [author] 1 Apr, 2018 @ 4:51am 
I've no idea. I don't use that mod.
Raptor Jesus Reborn 1 Apr, 2018 @ 4:37am 
Since this mod modifie the file in common/technology/00_soc_tech.txt, it is not compatible with Cultural Overhaul [ Ethics - Civics - Traditions ] right ?
AlphaAsh  [author] 26 Mar, 2018 @ 1:45pm 
Nope, not this mod.