Stellaris

Stellaris

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Celestial Expansion v1.2.2
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23 Jan, 2022 @ 11:22am
2 Feb, 2023 @ 10:34am
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Celestial Expansion v1.2.2

Description
Celestial Expansion
Celestial Expansion is a mod that allows for you to expand the size of your planets, while also discovering treasures and more resources from within your planet! Its continuing development shall open the doors to many an opportunity to exploit and grow planets as well as your empire!

CE is fully updated to v1.2
and game version v3.6


Planetary Prospecting
You'll be able to discover more deposits for your planet! They range from subterranean mineral deposits, geothermal vents to alloy, gas, motes and crystal deposits! A probability mechanic determines at which grade of discovery you will be awarded, from Common being "Common", yielding a couple standard deposits to the more Epic, super-rare which yields several potentially rich deposits!
As of v1.1, the chances of discovering rare strategic resources have been added to the reward tables. You can now find Dark Matter, Living Metal and Zro! Of course, these are much more difficult to obtain, they are an Epic find for any planet's subterranean regions you explore and prospect!


Planetary Expansion
Expanding your planets can be a pain, but eventually well worth the effort! The more spacious a planet, the more valuable the land becomes. Expanding planets comes with significant risks, some in which can cause the destruction of the planet! It is important to make certain that the planet continues to be stable, otherwise all that you've worked for could be in serious trouble! Expect to spend a substantial amount of minerals and energy with every turn to stabilise your world.

Presently, you're able to expand asteroids into planetoids into tiny planets! Over time, you'll be able to expand normal planets into the size of gas giants, and perhaps larger and into dwarf-sized stars. Objects the size of 3 is the very minimum to begin expansion. The upper limit of planetary sizes are 75. Size 3 objects cost the least, barely spending hugely in your empire's reserves, while size 60+ planets cost a massive amount of resources. Presently, there is no method to downsizing planets. With the exception of when you play with the Gigastructures mod.



Here is a list of what you can expect within the mod:
  • 13 New Buildings
  • 2 New Traditions
  • 1 Starbase Building
  • 5 Ascension Perks - Including 2 "ultimate" Perks that are exclusive to each other
  • The ability to prospect planets with varying degrees of discoveries
  • A mod-specific progression statistics menu - located through the Edicts menu

WARNING: In order to use the mod, you must make a new save!

If you are looking to play with this mod and the Gigastructural Engineering mod, you may find the submod to enable compatibility with both, using this link.

Credits
Huge thanks to:
Awesome Brodo For creating the Polish Localisation - WIP
Lucanoria For creating the German Localisation, and reporting errors and generating ideas
Pacas or PeGaS For creating the Russian Localisation - Check out their mod with Russian translations for over 150 mods!
DaNi2K4 For creating the Spanish Localisation - WIP





Disclaimer
This is (technically) my first major mod, I fully expect there to be issues. I would be grateful if you were to report localisation errors, bugs or inconsistencies in the discussion page to help me make the mod run smoother!
Also a huge thanks to all those who helped me with parts I had trouble with!
Popular Discussions View All (3)
16
28 Jan, 2024 @ 9:36pm
PINNED: Suggestions
Kxawzìtan
5
10 Feb, 2022 @ 11:06pm
PINNED: Upcoming Updates
Kxawzìtan
5
30 Jun, 2022 @ 5:19pm
PINNED: Bug Reports
Kxawzìtan
94 Comments
M4 SOPMOD II 13 May @ 9:30am 
If you find a chance, it may be worth taking another look at updating the mod. The 4.0 "Phoenix" update has changed quite a lot - pops and buildings now function extremely differently.
Porsigee 23 Mar @ 12:48pm 
Can't wait until you update it!
Xyllisa Meem Paradox Station 28 Jan, 2024 @ 6:45am 
Just wanted to comment on it, mod is perfectly functional still at least as far as I can tell, the tech just I had no clue if it was supposed to be like such. Thanks for the reply, though.
Kxawzìtan  [author] 22 Jan, 2024 @ 6:10am 
Hi Xyllisa
I haven't updated the mod for about a year unfortunately. I just haven't had the time... The cost of research was designed to be expensive, since in reality it would take a great deal of effort to expand planets and the likes, and I wanted to reflect that in the mod initially. However, if it is too expensive, I can look into it when I have the time and give it an update. No idea when that'll be though.
Xyllisa Meem Paradox Station 21 Jan, 2024 @ 11:23pm 
Is it intentional these are super expensive to research? Its not a huge issue, but these feel a dozen or more higher than even gigastructural tech, minus systemcraft.
Kxawzìtan  [author] 29 Oct, 2023 @ 5:23am 
Nope, no adaptability tradition needed. Everything is practically confined to the mod. And the only vanilla source it should be deriving from, is based around the spaceports. Other then that, all you need is to expand the planet once to reveal a yellow warning cavern, and then you use "Search for Subterranean Caverns" to go down the prospecting chain to get your planetary buffs.

If it feels a little too late into the game to initially unlock the QSE tech, I may bump the pre-requirements down somewhat to make it a little more consistent with mid-game or late-early-game. Please let me know, I actually haven't looked at the code for quite a while to verify, and if so, I'll add it to the bucket list.
Kaui 28 Oct, 2023 @ 2:11pm 
Thanks for the reply.
So if I understand you correctly, I don't need the adaptability tradition? Only the tech and the building QSE Satellite to create cavernous regions? Because I haven't discovered them yet, even though I surveyed almost a third of the galaxy. The rest seems to work just fine, as far I can tell.
Kxawzìtan  [author] 28 Oct, 2023 @ 3:41am 
Hi Kaui
I'm glad you like the mod! Though I haven't updated it in a while, and for the fans of the mod, I apologise, I've been too busy. I may try to get something done but I can't guarantee when...

To answer your question though mate, you should be able to prospect planets through decisions, if there is at least a Cavernous region discovered/created through expansion. There are unlockables through traditions, but they are entirely optional, and the ULTIMATE is also exclusive to balance out. They generally help with prospecting rarities and expansion max sizes. It's possible the mod it majorly outdated in most parts, and that I may need to implement changes to that end to fix the issues, but I don't know when I might be able to get to it yet.

In recent weeks, I've witnessed means to increase the planet size beyond 75 in vanilla. If you guys do want, I could implement the ability to expand further. Please let me know if that is what you want.
Kaui 27 Oct, 2023 @ 1:55pm 
Hi
I hope you still work on this mod, because I think it is awesome.
Maybe I'm stupid, but how can I do the planetary prospecting? I have all the adaptability traditions, but I can't prospect any of my planets. Do I need additional traditions or a specific tech?
I know I could do it on older save games, so maybe it's a game version issue?
Thanks in advance.