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Please let me know if it works now as expected. I got no time for test games right now.
You can somewhat circumvent this issue as a user by opening the console and tiping effect random_owned_ship = { ship_event = { id = mhs_durin.5 } }, this will scip the expedition project and allow you to colonize the planet but it will not assign the + 50 % habitability modifier to the planet. That being said it's probably trivial to do that with another add_effect but it doesn't matter to me as i'm playing robots.
Is there a way to make special systems spawn "next or close" to my home system or at least reaveal all system names so one could b-line for one?
The Home System of the Bulrathi, I have the funny idea of making the Ursa System with Binary Star System with two subs named Ursa Major and Ursa Minor.
And we say that in Bulrathi myth say that their world had one Sun, but the Orions and Antarans fight over the system and battle was won by Orion use a weapon the created a star in middle of the Antaran.
Mentar System
The Home System of the Psilons.
In the Master of Orion GNN First Look Gameplay Trailer show that the Mentar System has a second habitable planet in for a large ocean planet.
Though most systems should still work, I should do some fixing for the outdated stuff with the Ikor system in the near future. Just have to find the time for it.
effect generate_pre_ftls_on_planet = yes
effect generate_very_early_pre_ftls_on_planet = yes
effect generate_early_pre_ftls_on_planet = yes
effect generate_late_pre_ftls_on_planet = yes
effect generate_subterranean_pre_ftls_on_planet = yes
I not sure your able to it with today's Stellaris but maybe you can create Master of Orion home system mod, giving each race a costume home system.
Unless the basegame changes how primitives and enlightening them is handled you will lose the system unfortunately.
1. Home world and 1 Habitable Planet with random other plants
2. Home world and 1 Primitive Planet with random other plants
3. Rare resource rich systems