Stellaris

Stellaris

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Refuge in the Void (Habitat Start | F**k Planets)
   
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5 Oct, 2019 @ 7:28am
6 Oct, 2019 @ 3:48am
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Refuge in the Void (Habitat Start | F**k Planets)

Description
Over a century ago, something horrible happened to your homeworld. With neither FTL nor terraforming, your people turned to space construction in a desperate attempt to survive. You managed to create cramped but just-barely-self-sufficient space habitats. Billions died, but your species lived on.

Adapted now to a life in space, your people want nothing more to do with planetary living. With your population now rebounding, your scientists have developed the hyperdrive. A galaxy of open space awaits!


* Adds a new "Origin" civic (will be turned into a real Origin when the feature arrives).
* Start on 2 small habitats with an abandoned one in-system.
* Build additional small habitats, or full-size ones once you have the resources.
* Expand small habitats to full size, and beyond!
* Some changes have been made to Traditions and Ascension Perks to represent your society's focus on life off-planet.
* Requires Utopia expansion.
* Not achievement compatible.

This mod is still in beta! There are some known minor flavor bugs but no known issues with implemented functionality. However, not all functionality is implemented yet, and balance may be quite poor. Recommend a large home system (such as the Binary 1 random system) to ensure room for all deposits and habitats. Despite being incomplete, it is quite playable at least through the early game.


While I've tried to add this Origin civic without changing anything existing wherever practical, this mod did require overwriting some default functionality and will therefore not be compatible with some mods. Overwrites:
* Some traditions (those that focus on planets)
* Some ascension perks (those that focus on planets + Voidborne)
* Habitats (the megastructure, not the planet class)
* Habitat capital buildings
* Habitat habitation districts

Version: Beta 0.5.5
Source code: https://github.com/cbhacking/stellaris_mod_voidrefuge
Paradox forum thread: https://forum.paradoxplaza.com/forum/index.php?threads/habitat-start-f-k-planets.1249880/

Feedback, bug reports, suggestions, artwork, and translations all very much appreciated!

Changelog:
v0.5.5 - Fixed text strings, tradition swap ambiguity, planetary modifiers, and Domination adoption effect.
v0.5.2 - Initial beta release.
7 Comments
Jinxawo 7 Nov, 2019 @ 1:20am 
Any chance the refuge in the void civic will be made available to other empire types? I absolutely love it so far but I also admittedly prefer playing megacorps which the civic isn't available for.
Carrier 31 Oct, 2019 @ 9:39am 
Doesn't work for Hive Minds.
TurtleShroom 9 Oct, 2019 @ 2:03pm 
You actually CAN check. Your Event would simply need to check for your desired AP and a custom country flag. First, write an Event that gives a country flag to everyone using your Civic/origin.

Then, when they take the desired Ascension Perk or whatever, the Event fires for nations with that flag. It adds the tech/flavor/modifiers/etc. and then adds a second country flag to keep the Event from repeatedly firing. Repeat this with everything you want to change.
SeekingEternity  [author] 8 Oct, 2019 @ 10:21pm 
@TurtleShroom you're suggesting that for mod compatibility? I can't see a great way to attach events to a tradition or perk. Scheduled events have a weird delay unless they evaluated every day, which is bad for perf. I could pseudo-ban Voidborn by just making it rule out Mastery of the Void and have no effect until you meet the pre-reqs for MotV, but that seems bad.

What about custom tooltips and flavor text? Events firing after you take the tradition/perk could tell you what it does, but you wouldn't see it before/on mouseover. I guess I could overwrite the base game's L10n text but not the traditions themselves; less risk of breakage.

I'll think about this more. I've wanted to build a "compatibility version" of the mod - I don't usually play with anything but UI mods, but obviously my audience does - once I finished it, and this seems like the best way to handle some of the problems I'd run into there. Thanks!
TurtleShroom 6 Oct, 2019 @ 2:35pm 
I would very, very strongly recommend you remove all changes to Traditions and Ascension Perks. Instead, you should write Events corresponding to each Vanilla rendition Ascension Perk or Tradition (etc.) that awards nations with your Civic the corresponding bonuses.

Furthermore, and for the exact same reason, you should not edit Capital Buildings. Instead, provide Jobs directly through the Civic with a mixture of base Job additions and an amount of Jobs per Pop. If you want to remove Administrators like capitals do subtract one by default and then use additional Ruler Jobs of your creation at a rate of three thousandths of one percent, which means one Job per thirty-three Pops.
SeekingEternity  [author] 5 Oct, 2019 @ 10:37pm 
Interesting idea! Canonically, ringworlds already do that (consume the planets of the system). You need a bunch of mid-to-late-game tech and a high-tier ascension perk to do it, though. I feel like anything that let you consume planets for alloys or even minerals early on would be just too overpowered, no matter how nice it would be to be able to build another habitat without saving up for decades.
GrassEater 5 Oct, 2019 @ 5:05pm 
It would be cool if you could devour planets for raw resources which you would have a hard time otherwise obtaining.