Stellaris

Stellaris

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Forward Earth - Vanilla
   
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4.089 GB
24 Apr, 2020 @ 4:56pm
20 Nov, 2024 @ 12:17am
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Forward Earth - Vanilla

Description
FORWARD EARTH

Forward Earth is a galaxy generation mod that scripts the creation of Human Space in the vicinity of Earth. One of the biggest changes is the recasting of the Commonwealth of Man as the Commonwealth of Aurora. This is more than just a name change, the Commonwealth of Aurora (CoA) now spawns in the Eta Cassiopeiae System, which is a binary system close to Sol. The CoA a citizen stratocracy and is inspired by the Terran Federation as depicted in Robert Heinlein's novel Starship Troopers and their symbol is now the Spaceship-and-Sun as inspired by Asimov's Galactic Empire. This new emblem symbolizes the importance of the navy in their social structure. The CoA is not a country with a navy, but a navy with a country.

The CoA spawns in a binary planet system and the scripts have been updated to include binary planets! They are rare, but they will occur and there is also the possibility they could be home to AI factions or primitive civilizations.

Additionally, I've also added a fourth possible faction that could spawn from Earth, ICARUS, a determined exterminator.

In addition to the above this mod can also be described as a poor ma's version of the awesome New Horizon's mod… but with a Stellaris flavor. The scripts have been adjusted to spawn three xenophilic civilizations in vicinity of earth. Some aspects of the civilizations are scripted... some are randomized... so it adds some variety to your play throughs. One civilization is a machinist humanoid civilization which spawns on a planet named as Gal Risia. The second is a reptilian civilization which discovered and conquered a mammalian civilization on a neighboring moon in their interplanetary period. What followed was a four hundred year occupation with revolts and internal strife which finally resulted in a constitutional monarchy uniting the two races into the United Empire of Myrk-Kahoa. The final civilization is an offshoot of one of the fallen empires and obviously requires that fallen empires be enabled. In addition, all three civilizations require that you enable at least 2 AI empires to spawn.

There are various tweaks and Easter Eggs scattered throughout the galaxy, some examples; Earth will always spawn if you play as a none Earth faction and you'll find all levels of human civilizations on Earth from stone age up to the United Nations of Earth, additionally, there is a possibility you may find ICARUS located on earth which should make for interesting playthroughs for the CoA, Betelguese actually spawns as a red giant, the Chinorr start with a tropical world preference but Chicora is an arid world, the Trantor and Terminus system spawn where they should, and many more. You're going to have to download and play the mod to find others.

Two new government types are added: Planetary Union and Constitutional Monarchies. Both are democratic governments with planetary unions functioning similarly to representative democracies and constitutional monarchies functioning similar to military commissariats.

This mod also adds two additional start sizes: gigantic with 1,500 stars and immense with 2,000. This mod also includes the star names included in my This is Alpha Ceti V! mod. This mod includes a little over 5,000 names. I used a number of franchises, the Greek alphabet, Egyptian, Sumerian and Hindi mythology and an online name generator to generate the list (sorry but I forgot to get the link).

This mod took quite a bit of time and I used my programming skills to script a lot of this out. Yet, as good as I think these scripts are my art abilities are abysmal. I did include a new Milky Way barred spiral texture, but I’ve also included the following graphics and ship mods in order to include some additional ship models and planets. All included ship mods support NSC2. These mods are absolutely awesome and I definitely want to give credit where credit is due:


This mod supports Portuguese, French, German, Japanese, Korean, Polish, Russian, Chinese (Simplified) and Spanish, please let me know if you notice any issues with the translations and I will correct them.

Hope everyone enjoys it and please let me know if you note any bugs or issues!

If you like this mod please upvote and favorite it and please check out my other mods:

131 Comments
joseph_anthony_king  [author] 25 Mar @ 8:42pm 
Thank you to everyone for your support over the last five years. As is evident with the issue Alpha 1918 experienced I do not have the time to maintain this as it should. I will not be making any additional updates to this project going forward. The scripts for this project are available on Github at https://github.com/Joseph-Anthony-King/forward_earth.git . This project has two branches, one for the vanilla version and one for the Planetary Diversity version. For this version you will find the art assets in the workshop folder. On Linux the location is /home/{my-home-directory}/.local/share/Steam/steamapps/workshop/content/281990/2073000388. The assets are in 2073000388.
Альфа 1918 16 Feb @ 6:51pm 
I spent the past hour trying to find which mods were causing the three denebs issue, but that is exclusively a result of this mod. I ran it with just this mod and the problem persisted
Альфа 1918 16 Feb @ 5:11pm 
What is the file that determines system generators?
tilarium 12 Feb @ 4:13pm 
@Alpha The Deneb would be the same thing I mentioned. You have multiple mods (in this case, at least 3) that are adding their own system generators to the pool which is causing it. Been a while since I've looked around in the files, but I think Deneb is tied to Sol, so you probably have multiple mods adding in Sol systems, all of which are also spawning Sol's neighbors and associated systems.
joseph_anthony_king  [author] 12 Feb @ 2:40pm 
Hi Alpha 1918, I had some friends... not really friends mind you, Steam friends. I would get notifications of when they were playing which means they got notifications when I play, I don't like that... sorry. I don't have Steam friends. As for Deneb, not that I can recommend. You can always unzip the game and remove two of the Denebs but that would get tricky depending on whether there are ships, civs, etc, there. As such, I can't recommend it but it is possible. As for the cause, I'll take a look through the code to see if there is something wrong, but it could also be conflicts between mods... possibly.
Альфа 1918 12 Feb @ 2:25pm 
Accept my friend requests pls
Альфа 1918 12 Feb @ 2:21pm 
Currently there are three Denebs in my game, any way to fix this?
tilarium 12 Feb @ 2:20pm 
It is but it isn't. RS uses their own system generator for Sol, which doesn't add the flags that this adds to Sol. The only way to do it is to either modify the generator files in RS to either not use their Sol (and all of triggers to make the neighbors) or to add this flags this mod adds. Among the Sol neighbors is a Eta Cassiopeiae System, which will also need to be modified to allow for the Commonwealth of Aurora to spawn. If I remember right, if you don't do all the work just right, you'll actually end up with 2 Sols, the one from this mod and the RS one. It's a ton of work, so really can't blame Joseph for not doing it. Outside of the issues with Sol and the lack of the Commonwealth of Aurora, the other aspects of this mod do work with RS no problem.
joseph_anthony_king  [author] 12 Feb @ 2:07pm 
Hi Alpha 1918, sorry but I'm not sure. My guess is maybe not because I didn't consider it, or any other mods, when I wrote it. Unfortunately, you'd have to try it but it's also not something I could support. I don't have time to maintain such requests. This thread does have a link to the repo on github if anyone else is interested in using it.