Stellaris

Stellaris

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Starting Tall - Updated
   
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610.822 KB
28 Sep, 2020 @ 6:53am
6 Aug @ 3:25am
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Starting Tall - Updated

Description
Starting Tall - Updated

Original Mod by: Simon Roth - Starting Tall

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=901226242

All credit goes to Simon for this awesome mod, I'm just trying to update and tweak it for personal use mostly :)
Thanks for the great mod Simon, I hope you're doing well!

Brings back the fabled Arcadia Starting System with all the resources you need to grow quickly. Just like the original your empire will start in an extremely resource rich system with several huge gaia planets. Each planet supports a significant number of districts but comes without any further structures, especially well suited for building tall.

Now comes with Planetary Decisions and Research to improve new Colonies and Space Ships.

Have fun :)

Choosing origins that change the starting system should be avoided (e.g. Ringworld Start). Other Standard and DLC Origins are fine.

Comes in various Versions: Arcadia (vast), Arcadiana (compact, alternative Wormhole Connection available)

May include some extra goodies and a monument to the great creator.
Open for suggestions for even more balanced additions to this system.
35 Comments
Chillkroete  [author] 2 Aug @ 1:19am 
Will update Images soon
Chillkroete  [author] 1 Dec, 2023 @ 4:15am 
Im glad you enjoy the mod, as for your questions: yes the start code clears other planet features and modifiers though this can be changed. I haven't really thought about adding a wormhole separated instance but it sounds like an interesting idea (though i would have to test around a bit to see how it would best work)
vrosolino 30 Nov, 2023 @ 1:44pm 
hello, first thing, thank you for updating this mod, second thing, the gaia world start seems to break the starting planet features with its own only adding the 3 rare deposits,third, how about making this start have an additional feature option of starting isolated by a wormhole from the galaxy?
Chillkroete  [author] 16 Jun, 2021 @ 4:10am 
i would recommend you to check out mods that affect the folder common/scripted_effects especially things that change 01_start_of_game_effects it has a lot of triggers that can potentially change what spawns on a planet. I hope that helps if you want check it with other mods
hudsongame 15 Jun, 2021 @ 2:48pm 
Well, it ain't over tell it's over, lol. I started a new game and found that after a month, the Industrial Districts again disappear. Of course, this has nothing to do with your mod, since I removed it (a temp measure, I HOPE). I always love it when Paradox "improves" this game, lol. I am now again going through all my mods (130), and trying to find the culprit. Wish me luck.
Chillkroete  [author] 15 Jun, 2021 @ 11:31am 
Thanks for your feedback! :gorge: i think i can already tell whats wrong, ill look into it on the weekend and see if i can patch it, you noticed anything else?
hudsongame 14 Jun, 2021 @ 9:21pm 
I finally started playing 3.0.3 and I found I did not have Industrial Districts. Through trial and error I found it was being caused by this mod (which I very much like). When I removed this mod the Industrial Districts returned. I hope the reason for this can be found.
jgroves13 24 Apr, 2021 @ 5:37am 
sweet! its updated thanks bud
Chillkroete  [author] 24 Apr, 2021 @ 2:59am 
yw pal, glad you to hear youre having fun :)
ioffend01 23 Apr, 2021 @ 5:11am 
so yeah, i did it, and i works great, now i have a solid base without just totally dominating, thanks for the tip man... o btw, the 161 code was incorrect for me, dont know if its different for everyone but the code that worked was this one. 2242059503