Stellaris

Stellaris

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More Primitives [4.0.x]
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3.346 MB
21 Oct, 2022 @ 12:33pm
21 May @ 1:50am
32 Change Notes ( view )

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More Primitives [4.0.x]

In 2 collections by Sparble
Saasenberg Stellaris
42 items
sparblaris 2.0
136 items
Description
Updated to v4.0.x!

Check out my Discord for patch notes & bug reports. If you want to share ideas, ask questions or just chat feel free to join!
[discord.gg]

Part of Stellaris' Mod Highlight #7!

Have you ever thought that Stellaris vanilla primitives are pretty boring?
Ever wished there were more interesting primitive ages and events?

This mod is the solution for you!

What does this mod add?
- New primitive ages
- New primitive civilization events
- New special projects related to primitives & events
- New Cosmogenesis Ending

Primitive Ages
- Philosophy Age
- Purifying Age
- Late Purifying Age
- Apocalyptic Age
- Post-Apocalyptic Age
- Regression Age
- Pollution Age
- Dieselpunk Age
- Robotic Age
- Singularity Age
- Servitor Age


Primitive Events
- Rise of the Philosophers
- Rise of the Purifiers
- Global Defense Grid
- Shroud Worship
- Shroud's Blessing / Shroud's Reckoning

- Primitive World War
- Primitive Space Colonization (If habitable planets/moons available)
- Zombie Epidemic Outbreak
- Custom Pre-FTL reactions to certain Gigastructures
- Particle Accelerator Construction
- Vanishing of a Civilization
- Black Hole Creation
- Antimatter Experiments (FTL Boost)

- Mass-Produced Machines
- Strange Incidents
- Unrests/Protests (Updated)
- The Singularity
- The AI Uprising
- Status Quo
- Machines Win
- Organics Prevail
- Internet Shutdown

- The Singularity
- Primitive Shellworld Project (Requires Hyperconstructs)
- Primitive Habitat Project

- Ever Increasing Pollution
- Approaching the Critical Point (various outcomes)
- Situation Chain: Coal Depletion (various outcomes) (Requires First Contact DLC)
- ...


Compatibility
This mod partially or entirely overrides the following files:
- pre_ftl_scripted_effects (entirely)
- 00_actions (partially, only the Pre-FTL actions)
- AI_empire_situations (partially, only the pre_ftl_tech_progress_situation)
- sol_system_initializers

Meaning it won't be compatible with other mods that override the same without a compatibility patch.
Aside from that, it should work just fine with other mods!

Additional Supported Mods?
Includes support for Ethics & Civics: Bug Branch, meaning certain events will respect the custom ethics and/or civics!
Also includes additional Pre-FTL events for Hyperconstructs and Gigastructural Engineering & More.

Must be loaded AFTER PD, Gigastructures and Hyperconstructs.


Future Plans
- Special Events for Planetary Diversity
- Special Events for Guilli's Planet Modifiers

Check out my other mods:


[discord.gg]
Popular Discussions View All (3)
40
3 Dec, 2024 @ 10:33am
BUG REPORTS
Sparble
1
31 May @ 5:14am
Need 3.14 Legacy Port.
Zoranye
18
20 Oct, 2024 @ 6:15am
Event Ideas
Sparble
276 Comments
Sparble  [author] 18 hours ago 
@starlightwalker I think what you probably mean is that the old civilization is destroyed and replaced by the machine/singularity civ. You'll have to construct a new outpost on the pre ftl singularity planet
Sparble  [author] 18 hours ago 
@Phantasm1 thanks, Ill check that.
@Athena yes, I will fix these
Athena 7 Jul @ 6:43pm 
Will the issues below be fixed? Updated to latest 4.0 version? Great mod btw!
Aki Zeta-9 4 Jul @ 7:30am 
This mod removes the add_primitive_farm_or_mine scripted effect that gives a farm to normal species and a mine to lithoids. This mod could use it too.
Phantasm1 28 Jun @ 1:28pm 
Okay the fix to them being stuck at an age is to tag switch to them and run one of the age events found in steamapps\common\Stellaris\events\first_contact_dlc_situation_events.txt . For example, event preftl.399 will set them to the Iron Age and they will advance normally
Phantasm1 28 Jun @ 1:20pm 
I have the same problem Random Tank reported back in April: one of the Pre-FTL's is just sitting at the Atomic Age and not advancing past 0%, even when I do the tech espionage.
Juwatu 19 Jun @ 6:37am 
I am wrong this mod wasn't the cause, my bad.
Juwatu 19 Jun @ 6:10am 
FYI the mod causes crashes for me. Might want to wait until the mod is updated.
eqN 19 Jun @ 12:30am 
Just want to say as a newer player this mod is simply fantastic. A perfect example of the type of thing that should be in the base game. Super excited for your hyperconstructs mod when it is ready. Thank you for the amazing experience!
starlightwalker 12 Jun @ 9:47am 
When a pre-ftl civ has a technological singularity are they supposed to just...not be interactable anymore? The event mentions a space age and they dismantle their observation post, but They don't ask to take over the system, they just sit there with a question mark instead of a flag. I can't initiate diplomacy, I can't survey them, nothing. This has happened in multiple games recently and I don't really get why the rationale if that's intentional.