Stellaris

Stellaris

Cyrannus Systems
30 Comments
Kujamor 21 Jul, 2024 @ 1:28pm 
@Rastro well, if i am not mistaken there is a mod where everything is in one system. Ragnar is the "sun" with the space station in that. But i think its comletely incompatible with 3.0 and more recent versions
Rastro  [author] 26 Jun, 2024 @ 12:44am 
I wish you’d have asked about using my mod beforehand. I worked hard on it. I chose Gemenon because it was the first planet the Colonials landed on when settling the system.
Daedwartin 4 May, 2024 @ 1:11pm 
I also sadly commited a bit of moonicide. Anyone who takes issue with that, my defense is simple, I have none, because I'm all offense, Cylon Loving Enemies of Kobol!
Daedwartin 4 May, 2024 @ 12:52pm 
So have been messing around with fixing the mod for personal use. Amongst the various changes was making Caprica the homeworld since it was the capital of the 12 Colonies while making it and Gemenon ideal planet class.

There however was a causality in the fix: The great asteroid migration. In order to make the asteroids actually fit in as part of an asteroid belt, the asteroids of the other starts are now instead asteroid clusters scattered throughout the Helios Alpha Asteroid Belt. It may rob the other stars of their small rocks, but it is a sacrifice I am willing to make in the name of a neat looking system.
Rastro  [author] 2 Apr, 2023 @ 4:23pm 
The system would be ridiculously huge, but it would be doable anyway even without. I can see about making a version that is one system
Helljumper27 1 Apr, 2023 @ 12:37pm 
could it be done real space? planets and stuff seem smaller in that
Rastro  [author] 1 Apr, 2023 @ 7:58am 
Not at present. Such a system would be extremely cramped and massive.
Helljumper27 31 Mar, 2023 @ 12:24am 
is there a version of this with everything in 1 system?
Rastro  [author] 29 Mar, 2023 @ 5:00pm 
You’d code each non-primary star as a planet it’s planets being moons. It’s a relatively basis system, you can have moons on moons. The same overall structure is the same.

Are you having one star at the or are they all “planets” in this case?
Pav.Aj 28 Mar, 2023 @ 11:34am 
I am trying to create my own starting-system mod & using yours as a base to learn how to do it. If I was trying to create a Trinary Star System with 3 independent star-systems what is the code for that?
Rastro  [author] 5 Dec, 2022 @ 1:56pm 
It should, I don't think they change system initializers at all so it should work fine
Apapse 5 Dec, 2022 @ 9:01am 
will this work with the new update?
Novus_ 23 Oct, 2022 @ 2:11pm 
Okay nevermind, I must've had the wrong mod activated then, all good now :)
Rastro  [author] 23 Oct, 2022 @ 6:39am 
This one does have them as four star systems. I never made a version of one giant system cause it caused issues, and the two binary version broke and I haven't had time to fix it.
Novus_ 21 Oct, 2022 @ 2:41am 
Is there a version with them being four different star systems instead of one giant? It feels a bit OP
Rastro  [author] 5 Jun, 2022 @ 1:35pm 
Comment any feedback, the start should be resource neutral, with some surplus but let me know if you have something different. I would like to keep this up to date as best I can, should be easier while I’m relearning the coding.
Rastro  [author] 16 Jun, 2021 @ 6:01pm 
Oh that’s not good. That’s also really weird. Not having any other information I’d guess it’s another mod or an update that broke the balance of something.

Barring a specific fix what I would do is streamline for minerals to build more farm districts and prioritize food on your homeworld. You’ll run out but hopefully you can get production back up before people start dying.

I’ll take a look sometime next week when I have time tho to see if I can maybe fix it somehow.
Joe C 16 Jun, 2021 @ 10:29am 
When I played before I didn’t start with any deficit anywhere, now I’m getting them to food and consumer goods from the very beginning. Both are around 20 each which means I run out of both before I can do anything. I’m not picking traits that reduce either one, in fact I’m picking traits to boost them and still running behind
Rastro  [author] 13 Jun, 2021 @ 11:21am 
The deficit might just be from increased pop upkeep from lower habitability. In which case that’s to be expected.

Or do you mean you weren’t running deficits in previous starts with this and now you are?
Joe C 4 Jun, 2021 @ 2:11pm 
Does anyone else start with deficits when they use this mod? i wasn't before and now I am. if i set my habitability to continental like all the other planets I get a hit from the desert world I start on. If i set my preference to desert world like my start planet I can't colonise the others. does this happen to anyone else?
Rastro  [author] 29 Apr, 2021 @ 11:36am 
Glad to hear it! And yes I'm glad someone likes my sense of humor lol
Rastro  [author] 22 Apr, 2021 @ 7:38pm 
Yeah the series has background lore on the various colonies that is actually really fascinating to read about. Virgon and Leonis had imperial wars between each other for centuries, for example.
[420thPIR] Walrus in the Sun 22 Apr, 2021 @ 7:27pm 
Ah! That makes sense. I for some reason had assumed that Caprica was the first settled, since it was the sort of seat of the Quorum until *the thing*. It's pretty great in general. Even with PD on everything works pretty nicely.
Rastro  [author] 22 Apr, 2021 @ 7:21pm 
Yes, that is intentional. I picked Gemenon because I had to pick one, and I picked gemenon because it was the first settled colony.

I intentionally set the type to desert and so that it would override the species preference for purposes of roleplay.

I’m glad to hear you enjoy it!
[420thPIR] Walrus in the Sun 22 Apr, 2021 @ 2:06pm 
I like it, only issue is that I seems to always start on Gemenon (I'm pretty sure- Desert planet in Cyrannus A that isn't Tauron). This happens even though I have Continental as my homeworld.
Rastro  [author] 28 Mar, 2020 @ 6:46pm 
It should, unless the overhauled the system generation....which they might have? Tbh I haven't played for months so I don't actually know.
Nikolajgs 28 Mar, 2020 @ 12:26pm 
does this still work with 2.6? i've been trying to find a functioning cyrannus mod for ages but well. no luck
wolfgirl360 13 Mar, 2019 @ 3:45pm 
great mod. thank you so much for this
Rastro  [author] 8 Mar, 2019 @ 2:10pm 
I know, it's a limitation of my programming skills. I'm only mildly surprised it didn't implode on pressing "start"
jalang 18 Feb, 2019 @ 7:56am 
Cyrannus A and Cyrannus B systems appear as trinary systems in the map.