Stellaris

Stellaris

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Splinter Colony
   
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26 Sep, 2018 @ 7:04pm
25 Oct, 2018 @ 7:03pm
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Splinter Colony

Description
A century ago, your civilization sent six great Arkships to nearby systems. Soon after, a global catastrophe struck, plunging your homeworld into chaos for decades. All contact with the Arkships was lost. Now, as you once again begin to explore the galaxy, your first priority is to find out what became of those brave pioneers who set off into the unknown so long ago.

Splinter Colony is a story pack mod for Stellaris, inspired by elements of the base game’s Commonwealth of Man backstory. It includes two interrelated event chains. The first is to track down the fate of all six Arkships. The second is a series of interactions with your splinter colony, an empire founded by one of those Arkships to rival that of the homeworld.

To activate the mod, select “Sol (Splinter Col.)” or “Random (Splinter Col.)” as your starting solar system. Shortly after the game starts, you should receive “The Ulysses Initiative” event chain.

Features include:
- Two detailed, interrelated event chains, each with multiple options for the events that trigger on a given play-though.

- Encounter a splinter colony based on your own custom empire, using one of six different ethics templates, each with custom events.

- Through your interactions with your splinter colony, determine whether they will be friend or foe, or seek to destroy them utterly.

Notes:
- The mod is compatible with most pre-built or custom empires. Not compatible with gestalt consciousness ethic and the civics: mechanist, syncretic evolution, post-apocalyptic, life-seeded, fanatic purifiers, and barbaric despoilers.

- The mod uses custom diplomacy windows for many major events. Don’t close them without picking an option, or you will not be able to complete the event chains.

- You will need to play with at least one fallen empire to complete the Arkship chain.

- It is not recommended to leave the Splinter Colony systems as the saved starting systems for empires that can spawn as AI empires. Doing so will cause minor oddities in galaxy generation.

- Not designed or tested for multiplayer.

Detailed bug reports are always welcome.

Enjoy!
62 Comments
^kxa 10 Nov, 2018 @ 5:50am 
@N7Huntsman is it possible that you've "only" met all the FE's? Because it's like that whenever I meet a former primitive that became an empire.

@Aequinoctis I've met a rather interesting bug in my last playthrough and can't imagine what other mod causes it.
I've used the "random splinter" start and met a materialist FE which gave me a synth pop in which they saved the crews consciousness. This pop is treated as a robot in most cases (modifing, rights, has upkeep) but it has some weird interactions.
It grows like "normal" organics do, as long as there's space on the planet, getting bonus to growth from food but not from other growth speed modifiers (I have nothing increasing robot buildrate to check this modifier).
It also doesn't migrate on its own, so it's a robot that way again.
N7Huntsman 9 Nov, 2018 @ 2:44pm 
Hey, I believe your mod may have an unusual interaction with the Rogue Colony mod--after trigger an event (accepting one of the splinter colonies as a protectorate), I suddenly 'met' every other empire in the galaxy, despite hardly having explored at all.
FebHare 26 Oct, 2018 @ 5:30am 
Thank you! I upload mine. And it is the link.

[JP localize patch]Splinter Colony

Note: this patch overwrites english .yml files, so original (english) text is unavailable while it is active.
Aequinoctis  [author] 25 Oct, 2018 @ 7:11pm 
@Rolhn: The splinter colony will always be xenophobic, a result of feeling abandoned by the homeworld. Their second ethic will be the fanatic version of militarist, pacifist, materialist, spiritualist, egalitarian, or authoritarian. Their second, fanatic ethic will never be one that your empire has. and if you have a fanatic ethic, they are more likely to pick its opposite.
Aequinoctis  [author] 25 Oct, 2018 @ 7:05pm 
@FebHare: Thanks for the translation! Please feel free to upload the localization patch.

I have updated the splinter_events_setup file as suggested.
Rolhn 23 Oct, 2018 @ 1:27pm 
All I ever seem to get from my splintered relatives is the xenophobic spiritualists and the xenophobic materialists, maybe you should make a list of the six that are currently out so we can know what we might encounter, or for me to hopefully encounter
FebHare 10 Oct, 2018 @ 6:09am 
Hello, I really enjoy this mod and translating it into Japanese.
May I upload my Japanese localized patch?

Aside from it, I found some country name will be English always.
If player empire is human portrait and sprinter colony is militarist, its name will be changed to "Commonwealth of Man". Even if I didn't select English or my .yml file tell other name.

Would you like to consider to modify line 893 in splinter_events_setup.txt?
Changing "Commonwealth of Man" to "EMPIRE_DESIGN_humans2" will work.

Thanks you in advance.
Leandor 8 Oct, 2018 @ 6:31pm 
@Aequinoctis Thanks for this mod! I had a great time playing through it, and I certainly will try it again if you add more stuff!
Aequinoctis  [author] 8 Oct, 2018 @ 5:06pm 
@Kepos: The Hyacinth Merchant Tribe borrow the nomad mechanics, but don't take the place of one that would otherwise spawn. Adding dialogue for them, when they are contacted via the empires list, is on my to-do list.

@MasterOfGrey: Thanks, I will test that out.

@Tavmminqat: Adding in support for Mechanist and some of the other civics is also on my to-do list.
Tavmminqat 6 Oct, 2018 @ 3:16am 
Do you plan to make it compatable with the Mechinist and other civics?