Stellaris

Stellaris

Balanced Start System Generation - More balanced neighbouring systems
42 Comments
Doomwarrior  [author] 20 Mar, 2020 @ 2:59am 
Just an example, for standard origin a balanced start is fine, but give a ringworld start that many ressources and you will have NO CHANCE whatsoever if you are not on one either.
Doomwarrior  [author] 20 Mar, 2020 @ 2:58am 
i might need to rethink the concept, because origins are inherently different, so it is only balanced for the most basic origin so to speak.

After a couple of testgames, i will see what i can do
liliandra_nadiar 19 Mar, 2020 @ 11:41pm 
Mod still works with 2.6.1.
Kyro Jorvaskr 4 Jan, 2020 @ 7:37pm 
will this work with 2.5?
Doomwarrior  [author] 21 Oct, 2019 @ 3:15am 
Mod has been updated to 2.4.x
Doomwarrior  [author] 27 Jul, 2019 @ 2:43am 
Looks like ill redo the mod with some fresh files apparently more changed than was visible on first glance
TechSY730 26 Jul, 2019 @ 12:20pm 
Oh, and you have the same issue in distant_stars_initializers.txt too

line 3873: add_anomaly = DISTAR_MED_CAT
line 3914: add_anomaly = DISTAR_MED_CAT
line 3985: add_anomaly = DISTAR_POD_CAT
Doomwarrior  [author] 21 Jul, 2019 @ 7:59pm 
i shall :) thx for helping
TechSY730 21 Jul, 2019 @ 2:34pm 
One last thing.

I noticed in special_system_initializers.txt, the lines right before the # Trappist System flag (line 2327 in your mod) have

add_anomaly = CRYSTAL_MANUFACTORY_CAT

but in vanilla (as of 2.3.3), this has been changed to

add_anomaly = {
category = CRYSTAL_MANUFACTORY_CAT
}

The former (what is currently in your special_system_initializers.txt) is no longer valid syntax, and will not work. You need to update it to the scoped category version.
TechSY730 21 Jul, 2019 @ 2:13pm 
Actually, it looks like the current contents of solar_system_initializers is
custom_starting_initializers.txt
distant_stars_initializers.txt
empire_initializers.txt
special_system_initializers.txt


prescripted_species_systems.txt isn't in the mod anymore
Doomwarrior  [author] 21 Jul, 2019 @ 1:52pm 
I wanted to balance the galaxy as much as possible multi world systems with really good worlds randomly popping up somewhere is really good for the one person who finds it. Not for anybody else...

You are right i forgot to mention it. my bad :)
TechSY730 21 Jul, 2019 @ 1:22pm 
Also, special_system_initializers.txt (where Trappist was changed to never spawn) is not listed as a file in your description, despite it being in your mod.
TechSY730 21 Jul, 2019 @ 1:21pm 
Just curious. What was the rational for blacklisting the generation of the Trappist System entirely? Was 4 settleable planets just way too good to leave up to RNG?
Doomwarrior  [author] 26 Jun, 2019 @ 1:39pm 
its probably still working ill have a look in a bit though. But if you want to play, just try out if it works. If it does there wont be any problems later on.
Thorncross, the Actual 26 Jun, 2019 @ 10:54am 
Any plans to update this mod for 2.3?
Doomwarrior  [author] 7 Apr, 2019 @ 1:47pm 
You should be able to. Just move the slider, and it will override the default setting which is invisible but set to 0.05.
If it does not change the planets to your desired amount, let me know. But to my best knowledge thats how the slider usually works.
Peter34 7 Apr, 2019 @ 12:33pm 
So I can no longer affect the amount of Habitables with the game setup slider? It's fixed to 0.05 by this mod?
Doomwarrior  [author] 6 Apr, 2019 @ 8:08am 
Mod has been updated with new mechanics to make a really balanced start possible. description has been changed accordingly
Frostie 7 Feb, 2019 @ 5:10pm 
Hi, could you please upload the 2.1.3 version of this mod? Thanks!
Doomwarrior  [author] 10 Dec, 2018 @ 4:11pm 
Another quick balance mod: Galactic market ressource exploit fix
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1587978273

For all of you who dont like easy cheeeeze in a multiplayer game with money cheats
Doomwarrior  [author] 8 Dec, 2018 @ 9:34am 
Trade is not a fair start option for hives. They cannot use it. Id prefer stuff everybody can use. It would just be a bonus to everyone but those that dont trade: aka the bad guys
liliandra_nadiar 8 Dec, 2018 @ 6:36am 
Definatly a nice help to early stage expansion. Though I have to ask, is there a way to put some trade value into the systems as well? Not in the same numbers as the energy/minerals of course, but 4 or 5 would be nice.
Doomwarrior  [author] 7 Dec, 2018 @ 5:22pm 
On the fundamental side of things its using the exact same functionality than before just paradox changed the amount of ressources you get as a bonus in your homesystem. Ill playtest a bit more and see if it really is too much. It certainly achieves the "balanced start" this way cause the random factors are gone but maybe you are right and its on a bit too high level
Peter34 7 Dec, 2018 @ 4:09pm 
I've just tried out the updated version of this mod, and I have to say, I don't like it. It feels excessive. So I'm disabling it again... It'll be interesting to see if others share my opinion.
Doomwarrior  [author] 7 Dec, 2018 @ 11:16am 
Mod is ready to rumble for 2.2 enjoy everybody :)
Doomwarrior  [author] 25 May, 2018 @ 10:47am 
Wow, Steam, the picture was the reason...really now? from one upload to another the very same picture all of a sudden is too big *sigh* well ladies and gents...mod is updated, enjoy and kick some alien ass *g
Doomwarrior  [author] 25 May, 2018 @ 10:42am 
The mod works fine in 2.1 btw :) Trying to update the version number but steam is being a dumbass and wont let me for some weird reason, will update asap.
Doomwarrior  [author] 23 May, 2018 @ 10:32am 
A good question :) try it out ;)
i will have a look during the weekend, aint got time to check any sooner
TechSY730 22 May, 2018 @ 4:37pm 
Given that 2.1 changes the map generation algorithm, is this mod compatible with 2.1?
Doomwarrior  [author] 27 Feb, 2018 @ 8:41am 
To be honest I dont know :) i would assume so...
Nykrus 26 Feb, 2018 @ 4:23am 
Nicely done! Quick question, does this affect acheivements?
grz34998 25 Feb, 2018 @ 12:42pm 
@Doomwarrior, Many thanks, I get why my question doesn't make sense, I was confused about how the mods work.
Doomwarrior  [author] 25 Feb, 2018 @ 12:24pm 
I have added the files i am using in the mod to the description above. I cannot tell you what you want to know but you can have a look if they use the same files. If so there is a potential conflict and one of the two might start having issues
grz34998 25 Feb, 2018 @ 10:23am 
how does this work with starting system mods or other mods that change neighbouring stystems like Damocles66's Workshop's Ruined megastructures neighbour
Doomwarrior  [author] 24 Feb, 2018 @ 4:38am 
There was a reference to some functions about hyperlanes, connections, counting the hops afaik in the patch notes, have a look there. Not sure what you want to achieve though
Yakez 24 Feb, 2018 @ 4:03am 
As fellow modder I could not find any option to force cluster FTL lines orund initilased systems... do you have any luck with that?
Doomwarrior  [author] 23 Feb, 2018 @ 7:57pm 
Little Report from our 9 ppl MP round: it really is not advisable to play less than 1.0 hyperlanes especially not in small maps. Creates way too many situations where people are blocked off. 1.0 is pretty good for hyperlanes. The balanced Start however worked like a charm, even until midgame everyone was pretty well balanced. Everybody enjoyed that a lot
Wet Dog Squad 23 Feb, 2018 @ 3:07pm 
Thank you! My first game in Apocalypse didn't go very well, due to spawning next to someone with much better energy deposits, and a gateway.

Ended up getting wiped out by 2260, and in my second game to actually get the loop event chain x.x
Doomwarrior  [author] 23 Feb, 2018 @ 2:22pm 
i think that can be done... ill think about it. This is the first iteration i hope i can improve on it in the future. Proposals are always nice though
Merwanor 23 Feb, 2018 @ 1:06pm 
I was looking for something like this, though I wish it also balanced the starting planet so that everyone has at least 20 tiles.
Doomwarrior  [author] 23 Feb, 2018 @ 11:38am 
We are trying it now in a 9 ppl match :)
Kepos 23 Feb, 2018 @ 11:35am 
Seems to be good base for MP games.