Stellaris

Stellaris

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Genesis Worlds - Better Homeworlds (2.0)
   
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2 Dec, 2016 @ 1:13am
5 Dec, 2016 @ 6:14am
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Genesis Worlds - Better Homeworlds (2.0)

In 3 collections by Dragon of Desire
Dragonchampion's Modpack
64 items
Dragonchampion's 1.8 Collection
102 items
Dragon's 2.0 Mods
72 items
Description
UPDATED TO 2.0. IGNORE THE VERSION WARNING!

So, I have realized something as I played Stellaris. Homeworlds aren't worth ANYTHING! You'd think the world being the genesis world of an entire species would make it worth more, and be able to handle better things, but noooo! Sometimes you're just left with a rinky dink little 16 size planet that simply pales in comparison to other planets you colonize.

No longer! With this mod, all homeworlds of ALL races start with a modifier called "Genesis World". This modifier gives +15% minerals, +15% energy, and +30% to every science output! This makes your homeworld a very valuable planet, and of course, it also makes the AI's planets valuable as well!

Should you try to grab that homeworld early? Should you demand it from a war? Now there's a reason to go after enemy homeworlds, and keep them in your empire!

Note this also effects Fallen Empires, and also Primitive Civilizations as well! Land your troops, purge the filthy Xenos, and build your science labs and mines over the corpses of their pathetic empire for a major resource boost!

Special Thanks to That Feel When, who guided me through Stellaris event modding, and taught me how to do it, even going in and helping me find the problems in the code when tings went bad!

The picture, as usual, does not belong to me, but rather MasStream on youtube!
115 Comments
Dragon of Desire  [author] 15 Feb, 2019 @ 11:17pm 
Yeah, I know, but the major problem is with the overhaul of how the game handles code, I'd have to completely re-learn the coding methods. I'll have to find time, several hours, for that.
m11kire 15 Feb, 2019 @ 3:02pm 
Honestly the easiest way to reimplement this would be to have a start-of-game event that added a +15% production from all jobs to homeworlds. maybe add small housing, amenities, and stability buffs to it.

i don't know the modifier names offhand, but a straight implementation would be +15% all jobs, and +15% researcher output. It'd give the same effect as what this used to do
Dragon of Desire  [author] 11 Dec, 2018 @ 1:39am 
Hahah, thaqnks,. bt first I need to get back io modding Stellaris again. My first mod is probably going to be a basic one to halve the cost of robo and bio modding (again).
NixBoxDone 10 Dec, 2018 @ 5:21pm 
Darn. That's a bummer. Well, if nothing else I'll look forward to what you're going to come up with now that Paradox slew the dragon of modding yet again. >_<
Dragon of Desire  [author] 10 Dec, 2018 @ 4:00pm 
Working on it, but unfortunately none of the previous bonuses work anymore. There's no flat "+x%" anymore, just bonuses from jobs, so it's kinda dead, I'd need to make an entirely NEW mod from the ground up.
Grzegorz Brzęczyszczykiewicz 10 Dec, 2018 @ 2:04pm 
Any plans on a 2.2 update? :)
Dragon of Desire  [author] 25 Nov, 2018 @ 3:34pm 
Hahah, yeah.
NixBoxDone 25 Nov, 2018 @ 11:03am 
Well, at least you'll get a bunch of stuff to play around with like trade value, right? Ought to be interesting to think of a way to make that work!
Dragon of Desire  [author] 24 Nov, 2018 @ 3:44pm 
Haha, yeah, thus why I'm a bit apprehensive. If worse comes to worse I'll just be doing the mineral, food, energy, and unity and that's it.
NixBoxDone 24 Nov, 2018 @ 7:59am 
Jesus, you have your work cut out for you. Well, maybe not too much, because afaik you work with global boni and not tile boni. But still, so many changes come 2.2. :D