Stellaris

Stellaris

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Master of Orion for Stellaris
   
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55.624 MB
7 Apr, 2018 @ 12:20pm
14 Apr, 2018 @ 6:48am
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Master of Orion for Stellaris

Description
Disclaimer: Alpha version!

Mod that brings the classic Master of Orion 2 races and traits into Stellaris. I started this as a personal project but decided to share with the community. If there is enough interest, I'll continue to expand and complete the mod. I'm quite open to feedback!

What's already there:

- All 12 races (except for the Darloks, for obvious reasons) are fully implemented, with all the original traits and government personalities. Graphics for each race are copied from the official websites and the copyright owned by their creators.
- Most of the original options for race creation.
- Orion and the Guardian! No special techs or events for defeating it yet, but the system itself is well worth it. Beware though, it's probably going to be a tough fight.

What's missing:
- Darkloks, due to no spying ingame.
- BALANCE! It was never my intent to keep balanced costs for the traits. I mostly just copied the original costs with a few adjustments here and there.
- Proper separation of traits/civics and government types. What I have works for me but it's not a solid solution.
- New traits and civics, and better use of Stellaris-specific features.
- Better solution for Uncreative and Creative. The current approach doesn't really work well on game start until the game is first unpaused.
- Legendary Leaders!!
- Antaran attacks!
- Proper banners for each race.
- New ships models (probably not happening ever).

Known bugs:
- As mentioned, Uncreative and Creative don't kick in until the game is first unpaused.


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Mod compatibility:

This mods overwrites the following default files:

- 00_species_archetypes
- 04_species_traits
- 05_species_traits_robotic
- All the prescripted_countries files

In addition to that, it also changes NUM_TECH_ALTERNATIVES to 1 (then changes to 3 it for non-uncreative races through an event).
18 Comments
Johan Wallin 23 May @ 8:03am 
This mod needs to be brought back from the dead.
Steven 11 Nov, 2018 @ 6:44pm 
be kinda nice if game added spying to the game.
Maximum Gamer 22 Jun, 2018 @ 9:04am 
Update please ser
Werebat 27 Apr, 2018 @ 6:53am 
Expanding on the Darlok idea, you could probably design a species trait "shapeshifter" that grants influence and maybe something else. Their other big thing was their invisible ships; not sure if the game has a tech for that but if so maybe they could just start with it? Or it could be another species mod - I know range of ship detection is a thing in the game.
Werebat 27 Apr, 2018 @ 6:51am 
I also tried to give everyone their own homeworld type, and tried to have roughly the same number of species for each of the four main categories of homeworld in the mod I am using (Cold&Wet, Hot&Wet, Cold&Dry, Hot&Dry). Thus, the Bulrathi hail from a forested Cascadian world (Cold&Wet). If I were at home and had my notes, I could give you everything I've got for this, but again it is largely dependent on mods I am using and I'm not sure you want your mod to be mod dependent...

I *DID* end up making Darloks, though obviously the conversion was not perfect. I figured that Influence was the closest thing to Spying in the game, so I made Darloks the masters of Influence, and gave them civics like Cutthroat Politics. Have not yet seen how they play out but it could be interesting playing a highly Influential stellar empire. Of course I put them on a swamp homeworld.
Werebat 27 Apr, 2018 @ 6:50am 
I can try to get you what I used for traits/civics/ethos, but again I am using some mods so they will not all add up. I went with what made sense (for example, Bulrathi got Militarist/Ecologist/Socialist/Spiritual/Authoritarian), but I could see some quibbling about what makes the most sense. I also tried to balance things out a bit so that there were roughly equal numbers of adherents to any particular side of an axis (so, as many Materialists as Spiritualists, for example). That's not part of original MOO design but I think it is healthy for the game and it wasn't that hard to do.

Maximum Gamer 23 Apr, 2018 @ 12:16pm 
Good work here. Thank you.
c_freman  [author] 23 Apr, 2018 @ 11:40am 
Working on adding the new Techs and ship modules, but I have limited time lately. Will continue updating the mod.
c_freman  [author] 14 Apr, 2018 @ 6:55am 
Added Orion and fixed a number of reported issues (thanks, Werebat!). Next update will most likely be either the Orion/Antaran specific techs or fixing the government traits/civic/ethos mess (I'm open to suggestions too!)
Zyrixion 13 Apr, 2018 @ 4:04am 
@c_freman you can just call regular on_game_start for adding modifiers to empires at the absolute beginning of the game, and go through each country checking for traits and such from there.