Stellaris

Stellaris

Important Homeworlds
42 Comments
Stein30 6 Feb, 2024 @ 2:43pm 
hey ah just tried this mod and parts of it seem to not be working as shown on the main page.

some parts do work but not all...
FinePhenomena 6 Dec, 2020 @ 1:49am 
@Wicloz - Thanks man. True, it'll need a bit of tweaking, but I really like the idea of a permanent modifier for homeworlds. I'll have a bit of a fiddle around and see what I come up with, I might just leave it as a modifier-adder.
Wicloz  [author] 5 Dec, 2020 @ 4:30pm 
@FinePhenomena that's perfectly fine of course, though I doubt this concept is still relevant with the district system.
FinePhenomena 5 Dec, 2020 @ 10:12am 
Hey there, I really loved this mod when it was up-to-date and have been missing it for a while. I totally understand that life comes first, and sometimes we just don't have time to update little mods like these, so just wondering, would it be ok if I released an updated version of this mod (giving you credit for the original work-base)? :)
Doctor Proteus 27 Dec, 2018 @ 8:15am 
@cosmiclegend3 will probably take longer to upate than usual because the mechanic this mod relies on has been totally overhauled.
Kafson 31 Oct, 2018 @ 3:24am 
well every empire has its "important" home system so i dont see how it could imalance over empires
Deviant 9 Jul, 2018 @ 4:50am 
And on the devastated planet there are no red tiles!
Deviant 9 Jul, 2018 @ 4:48am 
Great mod! But the buff on the influence I think is superfluous and pretty much breaking the balance.
Peter34 29 Jun, 2018 @ 6:50pm 
Such a solution might not be compatible with other mods who add new Techs, or change existing Techs.
Kalisa 29 Jun, 2018 @ 6:35pm 
I really like what this mod does, but another idea for balancing is something like what Elves in stellaris do for their special home worlds, they are 25 tiles, but i think 8 or so tiles are totally unremovable untill you learn terraforming, then an event starts which you then research to clear the planet, at the end of the event all those special blockers are removed and the planet itself gets a nice boost as well.
Peter34 28 Jun, 2018 @ 10:38am 
Can you please make a variant of this mod that makes all capital planets be size 23 tiles, with the same 5 red tile blockers? Otherwise no changes. I really am not happy with the idea of the Tomb World and Gaia World start Civics not getting the relative benefit of the largest possible planet size.
Peter34 16 Jun, 2018 @ 7:57pm 
Ah, so that's why the Gaia worlds in my games have that modifier. I use MEM too.
Wicloz  [author] 16 Jun, 2018 @ 5:02pm 
@Peter34 that is indeed one of the issues with this mod. In vanilla, Gaia worlds provide no additional benefits so the sole purpose of that civic is to start with a 25 tile homeworld. Many special starts like life seeded are unbalanced with this mod. The 'More Events Mod' does add a special modifier to Gaia worlds which at least makes life seeded balanced again.
Peter34 15 Jun, 2018 @ 3:29pm 
This mod makes the Life-Seeded Civic comparatively less attractive, since one of the main benefits is that that give you a 25 tile capital homeworld to start with.

And even more so the other Civic, that gives you a 25 tile Tomb World. Tomb Worlds suck, so a major sweetener is that even if your home world sucks, at least it's 25 tiles, compared to the other empires, those peons, who have to make do with 17 or 19 or in some cases perhaps only 16 tiles.

Has this implication been considered?
Wicloz  [author] 24 May, 2018 @ 9:21am 
@mintymind the problem with primitive civs is that eventually they become FTL civs and should get the buffs. Applying the buffs when this happens would require changing some events and breaking compatibility. It would be nice to have three tiers of buffs (primitive, normal, fallen/precursor) which I'll look into when I have some more time.
rational.lemming 24 May, 2018 @ 2:01am 
OK. Perhaps PD Beta doesn't have red tile blockers for the planet type yet... The planet type was the same in all three runs. I ran with no mods but PD Beta and IH and then with PD and IH and then with just IH and only the PD Beta and IH had no red tile blockers.
mintymind 23 May, 2018 @ 10:00pm 
is there some way you could fix this so it doesnt make primitive civs (the ones you can build observation posts at), also be 25 and have this powerful buff?

its great for space faring civs home planets, but with it on everything, it really cheapens the 25 size, and the power of that buff.

lets say you start with 2 primitive planets inside your territory. Unless you play nonadaptive, or lifeseeded or something, attacking these primitives would now be better, and faster, than building colony ships.
Wicloz  [author] 23 May, 2018 @ 8:34am 
Update compatible version and replaced the +5 unity buff with a 20% planet bonus so it scales better
Wicloz  [author] 23 May, 2018 @ 7:57am 
@rational.lemming I checked and normal planets still get tile blockers with planetary diversity. It should be noted that generated tile blockers are picked at random from the posibilities for a certain planet type. If planetary diversity has no red tile blockers specified for a certain planet type then none can be picked.
rational.lemming 23 May, 2018 @ 5:44am 
@Wicloz... Here is a link to the Discord server for Stellaris modding (https://discord.gg/5MsbkPw) . ExNihil can talk about compatibility with you if you are interested.
rational.lemming 22 May, 2018 @ 4:58am 
@Wicloz... The new Planetary Diversity Beta (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1389253072) is clashing with this mod and the red tile blockers are not appearing.
Maximum Gamer 5 May, 2018 @ 5:22am 
Great mod ser. Thank you
Bonjourfish 3 Apr, 2018 @ 2:57pm 
It seems like the happiness boost in this mod is making my colony ships cost more
ShadyBhaz 28 Mar, 2018 @ 1:19pm 
Now I only use one other mod than this, which is Interstellar Music Mod nad yet something is keeping me away from getting a 25 tile homeworld. Has anyone encountered this?
Wraith367⇧⇨⇩⇩⇩ 28 Mar, 2018 @ 12:45pm 
Great mod! The unity bonus seems a bit too high though - base unity income in vanilla is 3, it becomes 8 with this. Maybe change it from +5 to +2 or +3?
ShadyBhaz 28 Mar, 2018 @ 12:40pm 
Weird, this mod doesn't work as intended for my 2.0.1
Did I miss anything? So far it never generates 25 tile homeworld for me.
Most times it's 19 or 21 tile, sometimes it's 23.

I do use AlphaMod and Guilli's Planet Modifiers.
Any hints/thoughts?
Ram 19 Mar, 2018 @ 10:36pm 
+5 unity is indeed a heck of a lot, especially at the start of the game. +5 more than doubles the vanilla starting unity output. Keep in mind +% unity modifiers also apply to it. This allows the first few traditions to be taken rapidly. Then, it's usefulness falls off as the game goes on.

Perhaps it would be better to add a scaling system to reduce the current front-loading situation.

Observe this image [i.imgur.com]
The nexus column means that the unity amount in that row is equivalent to that many sacred nexus buildings.

You can try different combinations yourself to find an ideal result.

To put it into perspective:
Temple = 3
Holotemple = 5
Sacred Nexus = 10
Citadel of Faith = 13.2
Monument = 2
Heritage Site = 4
Hypercomms Forum = 6.6
Autocurating vault = 11
Xeno Zoo = 4
Paradise Dome = 2
Symbol of Purity = 3
Monster Shrines = 15
-=EDF=- Kouta Seto 8 Mar, 2018 @ 9:55am 
"An empires homeworld is the planet that it's species has evolved on" Yep and THATS IT! We know all the ress there already thus it makes NO SENSE that SOMEHOW Alien Pets are on EARTH or other things that simply wherent there bevor. It could add flavor for a Gaia planet start yes, but that thing is powerfull enogh as is (my GF could compete with me albeit i was slightly upmodded and more powerfull and she was 1 Gaia and thats it)
Alyfox 7 Mar, 2018 @ 1:53am 
+5 unity seems like a heck of a lot, which is the only "heck of a lot" that really stands out to me.
Wicloz  [author] 5 Mar, 2018 @ 6:28am 
For now, I have buffed the capital world modifier to include the last stand stuff, because it makes more sense there. For primitives, I will probably add a modifier with less buffs, and upgrade this to the full version when they go FTL. But then I kinda also want to add a more powerful version to fallen empires to offset this.
Peter34 4 Mar, 2018 @ 3:35pm 
The 25 stuff somewhat dillutes the Starting Civics where you start on an s25 Gaia world or s25 Tomb World. Maybe tone it down to 23?
Wicloz  [author] 4 Mar, 2018 @ 1:58pm 
Sure i'll rename the modifier. I also know your mod works on 2.0 but the bonuses are a bit outdated so I combined it with the 25 tile stuff
Dragon of Desire 4 Mar, 2018 @ 1:50pm 
Also, I do want to say my mod also works on 2.0, just haven't been able to change the file thing to read that.
Dragon of Desire 4 Mar, 2018 @ 1:49pm 
Could you rename the modifier please? I already name my homeworld enhancement mod "Genesis Worlds" is all, and I'd like to prevent confusion.
Hellfire 4 Mar, 2018 @ 8:36am 
Also, I forgot to add, the boni represent thousands of years of growth, building, extended infrastructures... primitives haven't these, maybe only "early space age" could, otherwise I stand my case: giving the trigger to primitives is too powerful and makes little sense.

Don't worry too much about "balance": this is something every empire is going to have, and nerfing here and there means that after a while everything feels the same. The fun is in the differences.
Wicloz  [author] 4 Mar, 2018 @ 8:27am 
Balance is still an issue so I'll still need to modify the values. Bombardment damage reduction for a 'last stand' seems rather nice though. A static 25 tiles is a must though, the point is to always get a max planet.
Rohzdear 4 Mar, 2018 @ 8:22am 
Values are a bit too powerful, and planet sizes could vary a bit from planet to planet (20 to 25?), but still great idea.
Hellfire 4 Mar, 2018 @ 8:14am 
I'd ditch the trigger on primitives. They're too easy to conquer, you're giving away these powerhouses basically for free.
Also I'd like to see a -bombardment damage modifier, last stands are notoriously epic battles which involve countless troops or years of siege. -50% -75% even if you feel like swapping out balance for fun. In Guilli's modifiers there's a -85, I attacked it with a 30k fleet and I wasn't doing anything, exactly what I expect.
Wicloz  [author] 4 Mar, 2018 @ 7:59am 
After a few tries the mod is now properly uploaded and actually ready for use
Wicloz  [author] 4 Mar, 2018 @ 7:53am 
It should be 'Important Homeworlds' but it seems broken
dx155 4 Mar, 2018 @ 7:52am 
what is the name in the mod bar
ckoldmail 4 Mar, 2018 @ 7:28am 
I like it!