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splinter colony ver 2.3 patch
   
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7 May, 2019 @ 11:19pm
1 Nov, 2019 @ 6:05am
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splinter colony ver 2.3 patch

Description
IMPORTANT:
This update patch works on between Stellaris 2.2 and 2.5, but has some issues on Stellaris 2.6
Use new update patch "Splinter Colony ver 2.6 patch"
Thank you and enjoy!

It is an update patch for "Splinter Colony", an event mod made by Aequinoctis.


This patch enables the original mod to run on ver 2.2 and includes a few minor additional features.

Additional features
- Ark descendants species will be unmodified, even if your species are modified (like Cybernetic trait).
- Some expand on The Dahlia events.
-- followup events if the finder is materialist FE. In Stellaris 2.2 robot sentient is based on country-based, so the POP will be non-sentient but gives some tech progress.
-- Marauders could find The Dahlia also.
- Fixed an issue vassalized splinter colony doesn't have any greeting.
Now, Democratic Exceptionalists, Covert Analysts and splinter Hegemonic Imperialists will have same phrase as Hegemonic Imperialists.
Isolationist Traditionalists will have same phrase as Xenophobic Isolationists.
Splinter Slaving Despots will have same phrase as Slaving Despots.
- Improved behavior of Hyacinth fleet.
-- It won't spawn in marauder systems.
-- It will escape away if attacked by non-default country (like marauder) like Caravaneer Fleets, if you enabled Megacorp DLC.
-- It set its goal only when it reached current goal. It prevent back-and-forth on some position, forthing make other system closer but backing make initial goal closer.
-- It won't colonize a system next to xenophobe FE, and won't colonize a holy world.
- The Orchid country will be fanatic materialist and egalitarian, if non-fanatic materialist ethic won't valid technocracy civic.
- Egalitalian Splinter colony The Amaryllis and The Orchid planets' planet class are diversified. The Egalitalian SC and The Orchid planets will be any different climate, The Amaryllis planet will be same climate. All them include Planetary Diversity planet classes, if you use it.
- Some restriction for starting the whole event are removed.
-- Additional compatiblity with Barbaric Despoilers civic.
-- Additional compatiblity with Mechanists civic. If you pick it, all Ark descendants country will have same techs.
-- Additional compatiblity with Post-Apocalyptic civic, with some alternate options. If you pick it, Ark descendants species won't have Survivor trait.
- Built-in compatiblity with some mod.
-- "Planetary Diversity" and its add-ons.
-- "Dyson Swarm - colonizing space (2.3.x)".

Known issues: (on 3/18/2020)
- (Stellaris Ver. 2.4.0 or later) loading order issue with "[JP localize patch]Splinter Colony" mod. If you load ver 2.3 patch later, text from it remains English.
- (Lithoids Species Pack) In lithoid empires, some events (about low habitability or food) lost sense.
- (Stellaris Ver. 2.6.0 or later) guaranteed CoM might not spawn, even if you play UNE.
- (Stellaris Ver. 2.6.0 or later) materialist splinter colony won't be mechanist, and authotarian one won't be Syncretic.

Known compatibility issue
You need to choose vanilla or compatible planet class for the homeworld. Otherwise, egalitarian splinter colony and The Amaryllis planet will have an issue.

Note on "Planetary Diversity";
If you randomize nearby ideal planets at game start, splinter planets will be changed also. And their districts might be lost (it is likely depend on deposits reroll). I think it is required some compatch to overwrite PD event file to fix this issue.

Note on "!Planetary Diversity - Exotic Worlds"
Tomb world homeworld will block the whole event (like life-seeded).

Note on "Planetary Diversity - Unique Worlds"
Now, unique worlds won't block the whole event. that said, splinter colonies will be changed to less-unique ones.
I made so because I'd like to avoid the splinter planets have that planet class. After all, if your species have three (your country has one and the splinter has two) Floating World planet, these planets won't be so UNIQUE.

Note on "Augmented Authorities Beta";
Splinter Colony empires fail to get the third civic, only 1 extra civic point.
This patch fix it: "splinter colony AA compatible patch"

Update plan:
- catch-up for "Planetary Diversity - Unique Worlds". Now, unique world start will have same unique worlds as neighbours. So I feel same unique and splinter worlds will be fine.
- unlock other civic on homeworld.
- Starnet compatibility, shorter event intarval if you enable it.

There might be other unknown issues, I suspect.
Detailed bug reports are always welcome.

Japanese language patch:
[JP localize patch]Splinter Colony
15 Comments
Aequinoctis 27 Feb, 2020 @ 7:04pm 
I'm so glad to see you have updated this! I never found time to go back to it, but am excited to check out your version.
TurtleShroom 13 Feb, 2020 @ 11:03am 
I love this Mod.
Kheeran 22 Sep, 2019 @ 5:54pm 
Indeed, I replayed the part with the Amaryllis and saw that a pop was added to my empire, but didn't see the shock listed, likely a mod conflict. Ill figure it out, ty again for this fun mod!
FebHare  [author] 22 Sep, 2019 @ 8:24am 
@Tivaaky1
The Amaryllis event does work. If you decide to rescue youself, any your planet will have The Amaryllis descendant POP (bronze-age culture-shocked).
Would you like to check again all your planets? If there is not the POP, it might be compatibility issue with other mods.
Kheeran 21 Sep, 2019 @ 12:50pm 
Warning: some spoilers ahead...

This mod remains a favorite, especially thru different games resulting in different splinter colonies to discover, but the Amaryllis ark storyline is a bit of a puzzle. Is it still a work in progress? Currently you find it and are given a choice to "rescue" or let others do it, neither of which seems to result in anything (pops added for example) likely because of the way non ftl empires populations are handled. Looking forward to how you resolve it, till then it remains a great and fun addition to the game. thanks!
FebHare  [author] 2 Sep, 2019 @ 4:51am 
The Hyacinth move to the closest canditate system (none own, has colonizable planet with good habitability, without FE issue and such), after visiting the SC capital. So the destination could be far and not-neighbor system from your country.
I think it is fine. If you want to pull in The Hyacinth system to your side, you would need to provide closer canditate system,
Kheeran 1 Sep, 2019 @ 10:36am 
Been trying the mod with your new update, spawns location distances are greatly improved. The Amaryllis (nothing to rescue) remains a bit of a problem tho, but I think you've mentioned that's going to get changed in future. Getting the Hyacynth to colonize a world as they pass through one's empire is also a challenge, but I am going to keep trying to see what works, thanks!
FebHare  [author] 28 Aug, 2019 @ 4:15am 
@Tivaaky1
I think I could fix it.
Currently, these systems are spawn at "X distance away". I will change them to "X jumps away" and see it sticks.
Kheeran 27 Aug, 2019 @ 11:29am 
Love this mod, only challenges I have experienced is when lost and found colonies spawn on the other side of the map, often in another empire's territory who then claim or exterminate them before I can reach them. Might there be a means to get them to trigger and spawn closer, or connected to the fringes of one's empire? thanks!
FebHare  [author] 14 May, 2019 @ 12:22am 
Note about known issues:
-The Amaryllis descendants POP won't be a slave. It is because in Stellaris 2.2 primitive countries don't have "species rights module" (according to error.log). So I plan to change the event. the POP's suffering will be a low habitability, rather than slavery.
-The Dahlia surviver POP rescured by materialist FE won't be a sentient robot. It is because in Stellaris 2.2 robot sentient is based on country-based (whether the country has tech_synthetic_workers or not). So I plan to change the event to give tech.
-The Amaryllis descendants POP won't be rescured, if splinter chain event is finished already. I plan to add a event to rescur them.