Stellaris

Stellaris

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Whoniverse Galaxy Mod (Doctor Who)
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1.096 GB
14 Jun, 2024 @ 3:38pm
30 Jul @ 9:35am
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Whoniverse Galaxy Mod (Doctor Who)

In 1 collection by ergotoxin
Ergotoxin's Mods
3 items
Description
Version 1.0 is here, bringing in the Eleventh Doctor, Time Lords and The Master ascension perk!

It's time to bring the Whoniverse back to Stellaris! This mod is dedicated to every Whovian who'd like to lead one of the factions from the incredible Doctor Who universe.

Six factions are implemented so far, along with custom portraits, civics, origins, events and more – UNIT, Church of the Papal Mainframe, New Dalek Paradigm, the Cyberiad, the Nestene Consciousness and the Shadow Proclamation - as well as six player-only factions - Time Lords of Gallifrey, Cybus Industries, Dalek Empire Remnants, Imperial Dalek Faction, Renegade Dalek Faction and the Silurian Empire. Come back soon, as more content is always in the making!

The mod is set in the new series (after the Last Great Time War), although there are many references to classic Who as well. Don't be surprised if you encounter some wibbly-wobbly, timey-wimey events during your playthrough!

Recommended game settings:
Play with at least six AI opponents if you play as one of the seven main factions, or seven AI opponents if you play with one of the alternative starts to get all factions spawned properly.

Features:
  • Seven new origins and preset empires, including UNIT, New Dalek Paradigm, Cyberiad, Sontaran Empire, Nestene Consciousness, Church of the Papal Mainframe and the Shadow Proclamation. These empires are forced to spawn, so if you don’t play as one of them, you will 100% encounter them in game!
  • Six additional "player-only" origins and preset empires - the Dalek Empire Remnants, Cybus Industries, Imperial Dalek Faction, Renegade Dalek Faction and the Silurian Empire. These won't spawn as AI and are intended as player-only, but you can always copy them and set them on a forced spawn!
  • Time Lords of Gallifrey as both a playable faction and an advanced AI empire that appears during the midgame (if they are not one of the starting empires).
  • New Species Traits and Civics, such as Mark III Travel Machine, UNIT HQ or Dinosaur Tamers.
  • Brand new Ascension Perks and the Dalek Tradition Tree.
  • Multiple animated portraits for the Daleks, Cybermen and even Sontarans (thank you, VelociRandom and Wise)!
  • New ship models include the TARDIS ship model by JOWI, Cybermen ship set by Wise and
  • Dalek ship set by VelociRandom!
  • New Human portrait set including portraits from UNIT and the Church (depending on your Origin).
  • A variety of static portrait sets including the Zygons, Weeping Angels and even Mechanoids!
  • The Doctor ascension perk with events enabling the recruitment of the Doctor and his companions! Currently, the Ninth, Tenth and Eleventh Doctors are implemented, along with Rose Tyler, Martha Jones and Donna Noble.
  • The Master ascension perk enabling the recruitment of the Saxon Master himself!
  • Other recruitable leaders include Petronella Osgood, Davros, Mr. Clever or Dalek Time Controller.
  • Four collectible specimens including the Sonic Screwdriver.
  • Sixteen new empire flags and four new name lists.
  • Five lore-friendly archaeological digsites including Mechanus, Spiridon or Alfava Metraxis.
  • Over 30 premade solar systems including Skaro, Siluria or Pete's World.
  • Special events and anomalies, including the dreaded Mondasian Colony Ship or Blink!

What's next?
My intention is to gradually populate the galaxy with empires, events and leaders from the Doctor Who universe. My goal for the inevitable 1.0 patch is to have both The Doctor and the Time Lords implemented. Let me know in the discussion threads if you find any bugs, have suggestions or just generally enjoy the mod!

Recommended mods:
Dalek Advisor by VelociRandom are perfect for a Dalek playthrough!

A Cyberman Advisor Mod by Wise is great for a Cybermen playthrough!

DLC & Compatibility:
The mod requires Utopia, Apocalypse, and Galactic Paragons DLCs. Necroids Species Pack, Megacorp and Ancient Relics DLCs are highly recommended to access all features. Humanoids Species Pack and Toxoids Species Pack are recommended for minor or cosmetic features only.

The mod edits some base game buildings and game rules. Please use together with any other mods at your own risk. The mod doesn't work together with Gigastructures or Merger of Rules.

Credits:
The TARDIS ship model is kindly provided by JOWI, author of the TARDIS Science Ship and the original Doctor Who mods.

The Cybermen ship set, the animated Cybermen, Dalek and Sontaran portraits are kindly provided by Wise, author of the Steel Armada: A Cyberman Ship Mod, Parallel Evolution: A Cyberman Mod, Genesis of the Daleks: A Species Mod and Call to War mods.

The Dalek shipset and the Dalek animated portrait sets are kindly provided by VelociRandom, author of the Dalek Shipset and Dalek Animated Portraits mods.

The images used in the static portraits were edited from pictures freely available on the internet. Please let me know if you have a copyright issue.

Looking for help:
Please don't hesitate to contact me if you would like to contribute to this mod by providing ship models, graphical assets or other art. You would be credited and included to the contributor section of this mod.

Disclaimer:
Doctor Who is a global multimedia franchise created and controlled by the BBC (British Broadcasting Corporation). I do not claim ownership of any images used in the mod in any way. This mod is available completely free and in compliance with the Paradox Interactive User Modding Rules[forum.paradoxplaza.com]. This is an unpaid fan project dedicated as a homage to the legacy of Doctor Who and is 100% free.
Popular Discussions View All (4)
93
9 Jun @ 12:46pm
PINNED: Post your ideas here!
ergotoxin
27
11 hours ago
PINNED: Update notes & Announcements
ergotoxin
2
12 Feb @ 4:37am
Development Diary
ergotoxin
145 Comments
ergotoxin  [author] 11 hours ago 
Kangarus: Happy to announce the 1.0 version is released! Hope you'll have fun - let me know if you have any ideas for tweaks, new features or balancing.
Kangarus 19 hours ago 
According to the update notes, the 1.00 update for this mod may well be coming out by 1st August (2nd August for us here in Australia's time zone I imagine). Looking forward to doing a campaign as a finished Time Lord empire. Not sure if that deadline will hold, but I'm willing to wait, as painful as waiting can be, I also understand that RL gets in the way among other things.
ergotoxin  [author] 24 Jul @ 11:30pm 
Sirius: Just tested it and seems to work fine here. The Doctor events are set to fire only once and only for human players. Is this a multiplayer game by any chance? In any case, it should work well in the upcoming 1.0 patch.
Sirius 23 Jul @ 9:35pm 
I do have the perk, upon restarting without the timelord trait it seems to be working fine now. Though I didn't realize only earth factions can get the companions so that makes sense.
ergotoxin  [author] 22 Jul @ 1:24am 
Sirius: Do you have The Doctor ascension perk? That said, the companions unlock for Earth-based factions only (ie. UNIT).
Sirius 21 Jul @ 11:28pm 
Would having the timelord trait prevent the doctor events from firing? I haven't seen any of the doctors or their companions.
ergotoxin  [author] 21 Jul @ 10:22am 
elias.1871: If I remember correctly, you need to go through the wormhole (while playing as either the Remnants or Imperials).
elias.1871 20 Jul @ 8:21pm 
Hi how to trigger the dalek civil war events?
ergotoxin  [author] 1 Jul @ 8:57pm 
Alter Fritz: Hello! Yes, no population growth or assembly means you have to rely on converting other biological species. You can also find couple of worlds with Cyber-tombs - these generate small amount of new Cybermen over time. Daleks are your main antagonists, as they can't be converted.

Some limited pop assembly might be possible in the future when the Cybermen Tradition Tree gets implemented.
Alter Fritz 1 Jul @ 12:59pm 
How is one supposed to play the Cybermen? With no pop growth they have to rely on conversion, so I thought about keeping other pops around for colonising planets before converting them afterwards. But this does not work due to the Cybermen being Hive and not allowing other pops without population controls. Is colonizing completely out of question? I am fairly new to the game