Stellaris

Stellaris

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No Clustered Starts
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18 May, 2016 @ 9:11pm
5 May @ 6:35am
57 Change Notes ( view )

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No Clustered Starts

Description
◢ Uniform Empire Spread

On the Game Details screen, set Empire Placement to Clusters.

Updated for v4, if that is not the latest version please post in the comments! It is likely to continue working even if the launcher complains.

The latest and past versions of the mod can also be found on Github: https://github.com/Potawto/no-clustered-starts/
Some old versions can be found on the Workshop, links below.

If you don't get good results using the mod in multiplayer, start the game in singleplayer and host the save.

◢ Other minor changes

This mod also makes the following 3 slight changes:
  1. All galaxy shapes are enabled for small and tiny galaxies. No effort has been made to clean up the generation, so the shapes may be a bit messy.
  2. Allows you to select 0 empires on the Game Details screen à la Singleplayer Game by oriramikad.
  3. Allows you to select more than the standard number of empires and fallen empires.

These changes only affect the galaxy options screen. These changes were made to allow people to play with this mod despite compatibility issues with other mods that made these changes.

Additionally, the old map/galaxy/base.txt file is still in this mod. It might cause warnings in the Stellaris logs during startup but I have not seen it cause any problems, as the game no longer uses it as it was replaced by galaxy_shapes.txt. Leaving the file in makes the mod easily compatible with many more older versions of Stellaris without extra work by users.

◢ Updates

This mod is very likely to work for future patches without a mod update, so after a major patch (or a beta update) try using the mod even if the launcher yells at you for using an out-dated mod. Mod updates still continue to come if only for the compatibility flag. I might be slow and forgetful, though, so leave a comment.

There are old versions of the mod available for earlier versions of Stellaris:

I have made a version to work with Hydra's More Galaxy Shapes, it can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3428784612


◢ How does it work

This mod functions by changing the cluster mechanic. It sets the number of clusters to 1, the center of this cluster to the center of the galaxy, and makes it almost as big as the galaxy. This puts all empires in the same cluster. The next thing it does is set the distance between empires much higher than normal to try to force the game to place empires as far apart as possible.


◢ Compatibility with other mods

If you have a mod that adds galaxy shapes and want them to be compatible with this mod, give me the names as they appear in the code (eg: spiral_3) and I will add them.

The mod is unlikely to be compatible with any mod that affects the galaxy map, including number of stars. Specifically, the mod is incompatible with any mod that edits the base galaxy shapes file (map/galaxy/galaxy_shapes.txt, this used to be map/galaxy/base.txt) or any of the galaxy size files (map/setup_scenarios). If you want to use an incompatible mod, I recommend making local edits to that other mod: explanation of how to do this can be found in the pinned discussions.


◢ Other mods that disable clustering

To help with this, here are a few mods that do what this mod does and more!


◢ A note on the screenshots

The screenshots featured above are almost but not perfectly accurate. The empires currently are not spread perfectly uniformly, but with some variance. This variance is much lower for elliptical galaxies than other shapes. This was a compromise to prevent gamebreaking bugs under some circumstances. This could be tweaked now that galaxy sizes are separately configured, but I have not done so. The screenshots are also from a time when borders were blobby circles instead of around individual stars.
Popular Discussions View All (5)
7
14 Feb, 2021 @ 4:33pm
Archive
Taw
8
7 Jun, 2016 @ 7:16pm
PINNED: Files changed by this mod
Taw
6
7 May, 2017 @ 2:53pm
PINNED: How to make local changes to the mod
Taw
1,301 Comments
Elder 20 Jul @ 4:24am 
I turned down the number of empires and still within like 4 systems their homeworld spawns
MeniliteZ 19 Jul @ 2:46pm 
Only other think I can think of is you have too many empires in too small a galaxy.
Elder 19 Jul @ 9:50am 
Im not using origins that alter spawning. I dunno what it could be conflicting with
MeniliteZ 19 Jul @ 9:40am 
@Elder
It's working for me. Certain Origins like Imperial Fiefdom will still have you start next to the others in your group (your overlord and its other vassals in that case).
Elder 19 Jul @ 8:20am 
Is this mod actually working on current? Started a game and ran into two empires very quickly. Checked it was on clusters and started another game. Empire two systems from home right at the start.
Taw  [author] 24 Jun @ 3:00pm 
NCS should be compatible with Shrouded Regions. Have not tested, but Shrouded Regions makes no changes to the same files (map/galaxy, map/setup_scenarios).
Red Skull 20 Jun @ 9:50am 
Potentially incompatible with Shrouded Regions mod
FuTiO 3 Jun @ 1:06am 
TOP:steamthumbsup:
Taw  [author] 17 May @ 11:28am 
Federation origin empires always spawn right next to each other, even with this mod, is what I mean.
Taw  [author] 17 May @ 11:27am 
Some origins do get special treatment for those special related empires (the federation one, for example). I'm not sure, but I think those empires are treated as a single object for the purposes of galaxy setup. This seems to be true for the federation origin, but it's possible other origins behave differently. I haven't looked into how they work, but it's probably spelled out in the game files.

There are two console commands that work: observe and communications. "communications" used to be much more visually clean but I use "observe" these days.