Stellaris

Stellaris

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Novus Orbis - Stellaris Overhaul Mod
   
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6.487 MB
9 May, 2017 @ 10:26pm
21 May, 2017 @ 10:26am
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Novus Orbis - Stellaris Overhaul Mod

Description
---== Novus Orbis ==---

Check out Garvins updated version of Novus Orbis.

Description

Change your gaming experience with Novus Orbis, the mod overhaul that adds tons of features and redesigns the way we play Stellaris. The main goal originally was to remove sectors, improve ground combat, and expand the options for building up colonies. What we have today is a wide range of new content for everyone to enjoy. This mod also has many influences from the great modders in our community, please see the special thanks section for more info.

Mod Discontinued - 10.17.17

I just want to thank everyone for their patience during my absence. Due to some interesting life events, I am no longer in a position to dedicate time to upkeep this mod. Feel free to reuse as you would like for your own projects being mindful of the other mod creators that I provided credit to. Take care and maybe someday I can return with something new to share.

Updated 5/21/17
Version 1.03, see the Change Notes for more info.

IMPORTANT
This mod overwrites 00_buildings_txt and is not compatible with other mods that overwrite this file. This is the #1 cause of issues with capital buildings. This mod will work as intended if you disable other mods that overwrite this file.


FEATURES

Buildings Overhaul Pack
  • Adds 115 new buildings! (See the included spreadsheet for tons of info)
  • 2 New Capital Buildings, increasing the tiers to allow for advanced Superplex worlds
  • 2 New Strategic Local Resources and buildings to harvest them
  • Reworked AI Weights so that the AI can make smart decisions on what buildings to use
  • Reworked some vanilla buildings for balance

Spaceport Modules
  • Added 22 Modules (8 Ethos Unique) and balanced/organized existing
  • Improved the Military Strength Calculations for Spaceports to better reflect their true power

Improved Ground Combat
  • 14 New Armies (8 Assault & 6 Defense)
  • Ground combat lasts longer (more realistic)
  • Rebalanced existing armies to fit with the new armies
  • 3 top tiered armies for each ascension type (Biology, Synthetic, Psionic)
  • Removed all Attachments (will consider adding again once this game mechanic is redone)
  • More armies are now needed to reduce Unrest
  • Increased Planetary Defenses per Pop
  • Zero Planetary Defense now only allows normal damage against defense armies instead of double

Government and Empire Revisions
  • All starting Homeworlds have 25 Tiles (does not apply to empires that appear during gameplay)
  • Increased frequency of Pre-FTL Sentients
  • Improved AI Budgets & Threat Evaluation (Slightly more aggressive)
  • Multiple Crisis Events can trigger in a single game
  • Trade deals are now 5 to 30 years in length
  • Research Agreements now only provide 15% bonus
  • Increased cost and cooldown for moving Capital

Massive Galaxies
  • Added 4 new Galaxy Sizes and scaled existing (Epic = 2500 Stars)
  • Adjusted the galaxy types to better fit with the new sizes

No Sectors Needed Edict
  • Optional Edict that removes the need for Sectors, allowing full control of all planets
  • The edict increases Core Planet Cap by 900
  • It is free and can be removed at any time
  • Also increased cost of consumer goods per planet

Leader Improvements
  • Increased Leader Pool Size to 5
  • Increased Leader Level Cap to 10 (Recommended to use with Leader Skill Cap EFS)
  • Improvements to Leaders (Monthly XP, Improved XP, Higher Caps)

Technologies
  • Over 80 new technologies to unlock the new Buildings, Armies, and Modules
  • Increased allowable Tech to Research to 4 at start
  • Auto Exploration is now a starter tech
  • Added tech to unlock the tier 4 labs (Engineering Lab IV, Bio Lab IV, and Physics Lab IV)

Quality of Life & Balancing
  • Minor Camera & Zoom Improvements
  • Better Hyperdrives
  • Only 1 Observation Station per planet
  • Frontier Outposts have a extra cost of 25 Influence
  • Xenos will migrate slightly shorter distances, keeping them within local systems more often
  • Tons of other smaller tweaks to improve gameplay and AI (See Defines to learn more)


COMPATIBILITY

Be aware that other mods that change Defines can cause conflicts

NOTE: This is not compatible with AlphaMod.

REQUIRED OVERWRITTEN FILES
00_armies.txt
00_buildings.txt
00_phys_tech.txt
00_spaceport_modules.txt

OPTIONAL OVERWRITTEN FILES
NOTE: You can remove at your own risk if you desire, be sure to remove all files per group

map/galaxy (Massive Galaxies)
map/setup_scenarios (Massive Galaxies)

empire_initializers.txt (25 Tile Homeworlds)
prescripted_species_systems.txt (25 Tile Homeworlds)
special_system_initializers.txt (25 Tile Homeworlds)

crisis_events_1.txt (Multiple Crises)
crisis_events_2.txt (Multiple Crises)
crisis_events_3.txt (Multiple Crises)

00_army_attachments.txt (Removes Army Attachments)


Bug Reports or Known Issues

I have started a discussion for Bug Reports and Known Issues where you can report anything that needs to be resolved.


FUTURE UPDATES

Some plans for the future include:
  • Further expand empire diversity (New Traits, Civics, Personalities)
  • New Anomalies and Empire Events
  • Additional Edicts to customize your empires
  • Revision of Traditions and Ascension Perks
  • Improved UI Interface
  • And tons more that are further down the road


SPECIAL THANKS

Thanks in advance to anyone that plans to do localisations. I expect some changes in the next few weeks, so it might be best to hold off until bugs are fixed (I tried to minimize them, but anything is possible)

Thanks to RED, creator of Stellaris Tycoon. He is no longer active, but his mod gave some inspiration to what we have here. Some of his buildings are directly in use in this mod as well.

Credit to King Lemming and his wonderful work with the Stellar Expansion series. Several buildings are based on my personal use of Stellar Expansion and Stellar Expansion - Strategic Resources.

Thanks to AlphaAsh for such fantastic work on Homeworld Ethics, which has directly influenced some of the themes for buildings used in this mod.

Thanks to Dumuzii for his really awesome mod, Ethos Unique Techs and Buildings which was my original inspiration for venturing into ethics specific buildings.

Thanks to Cybrxkhan for creating the fantastic Cybrxkhan's Assortment of Namelists for Stellaris. I have included several namelists into this mod to compliment Massive Galaxies.

I appreciate all for taking the time to try out this mod and share any feedback. I hope you enjoy the new content!
Popular Discussions View All (1)
57
25 Aug, 2017 @ 9:11am
Bug Reports and Known Issues
JKillz
226 Comments
TheMajesticCarabao 2 Sep, 2018 @ 11:12am 
Lel,If u didn't make it don't get spoiled little brat.
Arkhangel 2 Jul, 2018 @ 5:10pm 
@Coon: it pisses me off when some entitled fuckwad who gets a mod for free bitches at a modder for HAVING A LIFE. go fuck yourself.
garvins 4 Apr, 2018 @ 2:14am 
There is a link to my updated 2.0 version
loyalgaurd 24 Feb, 2018 @ 6:26pm 
I agree with man of the milk UPDATE! Or we will find you and send.... indian food! or... something spicy idk as I think about it you might like indian food or I might be wrong and you hate it but back to the point UPDATE!!!
Man of the Milk 24 Feb, 2018 @ 4:10pm 
Possible for use in 2.0?
Ex_One 7 Feb, 2018 @ 5:18am 
RUS?
Zaxius 10 Dec, 2017 @ 5:41am 
By the way just wanted to say kudos on a job well done with this mod. All the added features is like playing an entirely new game. Heck they should pay you guys for making Stelarris II. The mod is so in depth and so well done all the new features blend seamlessly into the game lore. I dont like mods that make it feel like your cheating. This one is simply like playing an updated version of an already very cool game. Both you guys show real talent here.
Zaxius 10 Dec, 2017 @ 5:34am 
Hey guys, first let me say what an awesome mod!! Started a new game with this mod and a few others and loving it. This one combined with the elves in space really rocks. But I do have a question. Has anyone else experienced the camera snap in galaxy map? When I hold down the mouse button the map roates fine but as soon as I let go the camera snaps back and automatically roates the camera back to its orginal position instead of leaving the map roated like its supposed to. I only installed these two mods before this happened. With my experience in game design I figure it has to be in the third person camera controller. in the Vanilla game the camera can move up for an overhead view but the negative x acis is locked. With this mod it is unlocked so this could be what caused the galaxy map to do that.) so I think it was intnded as it is a very cool feature. I have not yet dove into stellaris code to look for the issue but just wondering if anyone else experienced it?
Chambers 11 Nov, 2017 @ 8:21pm 
Does this work for machine empires?
JKillz  [author] 17 Oct, 2017 @ 6:02pm 
Thank you Garvins for keeping this mod alive. I apologize that I cannot continue to support, but maybe at some point in the future I can make a return with something new to share. I will add a reference to your version in the description.

Thank you everyone that helped when I was active, and again, my apologies for suddenly disappearing. I appreciate all the support and really hope you all have fun with the new version of the mod by Garvins.