Stellaris

Stellaris

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Marauder Habitats
   
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72.798 KB
14 Apr, 2020 @ 2:54pm
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Marauder Habitats

Description
Ever felt like the aftermath of the Great Khan chrisis is a bit ... lacking?

This mod tries to address the patheticness of Horde sucessor states at its core: By propping up their economy. Now, what more thematic way to do that than to start them out with some habitats!

Basically a series of events will trigger for the newly created sucessor states that will spawn a bunch of decked-out habitats with enough districts, buildings and pops to get them going. Simple enough, but often sufficient to push the sucessor/s to at least mid-tier AI power level.

Apart from the actual habitat creation there are also a few misc changes, most notably better traits for Marauder species (They are now voidborne because duh), a fix for cases when Horde sucessors could end up with no shipyards at all permanently, and increased ship speed for chrisis factions in general. This last one may seem a bit arbitrary, but it's really just a emergency bandaid until Paradox fixes their AI to not slog around with a single doomstack and get nothing done.
3 Comments
RECKLE$$ 13 Jan, 2022 @ 9:01am 
in my playthroughs i console into a new khanate / diodochi and while the new habitats do spring up and are populated and fully built, their normally over populated, and over crowded
think they need to be given the voidborn assension perk on creation so they can upgrade to the max and would make sense considering what they are.
also the habitats have no texture and appear completely black
FirePrince 26 Aug, 2021 @ 2:41pm 
is now somewhat reduced and optimized, included in https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2508704523
Ragnarok 15 Jun, 2020 @ 2:00pm 
Please tell me this works with the new habitat updates.