Stellaris

Stellaris

Genesis Worlds - Better Homeworlds (2.0)
115 Comments
Dragon of Desire  [author] 15 Feb, 2019 @ 11:17pm 
Yeah, I know, but the major problem is with the overhaul of how the game handles code, I'd have to completely re-learn the coding methods. I'll have to find time, several hours, for that.
m11kire 15 Feb, 2019 @ 3:02pm 
Honestly the easiest way to reimplement this would be to have a start-of-game event that added a +15% production from all jobs to homeworlds. maybe add small housing, amenities, and stability buffs to it.

i don't know the modifier names offhand, but a straight implementation would be +15% all jobs, and +15% researcher output. It'd give the same effect as what this used to do
Dragon of Desire  [author] 11 Dec, 2018 @ 1:39am 
Hahah, thaqnks,. bt first I need to get back io modding Stellaris again. My first mod is probably going to be a basic one to halve the cost of robo and bio modding (again).
NixBoxDone 10 Dec, 2018 @ 5:21pm 
Darn. That's a bummer. Well, if nothing else I'll look forward to what you're going to come up with now that Paradox slew the dragon of modding yet again. >_<
Dragon of Desire  [author] 10 Dec, 2018 @ 4:00pm 
Working on it, but unfortunately none of the previous bonuses work anymore. There's no flat "+x%" anymore, just bonuses from jobs, so it's kinda dead, I'd need to make an entirely NEW mod from the ground up.
Grzegorz Brzęczyszczykiewicz 10 Dec, 2018 @ 2:04pm 
Any plans on a 2.2 update? :)
Dragon of Desire  [author] 25 Nov, 2018 @ 3:34pm 
Hahah, yeah.
NixBoxDone 25 Nov, 2018 @ 11:03am 
Well, at least you'll get a bunch of stuff to play around with like trade value, right? Ought to be interesting to think of a way to make that work!
Dragon of Desire  [author] 24 Nov, 2018 @ 3:44pm 
Haha, yeah, thus why I'm a bit apprehensive. If worse comes to worse I'll just be doing the mineral, food, energy, and unity and that's it.
NixBoxDone 24 Nov, 2018 @ 7:59am 
Jesus, you have your work cut out for you. Well, maybe not too much, because afaik you work with global boni and not tile boni. But still, so many changes come 2.2. :D
Dragon of Desire  [author] 24 Nov, 2018 @ 3:41am 
Going to be updating this with a unity boost and alloy boost once 2.2 comes out.
CaptainKampfkeks 1 Jul, 2018 @ 5:42am 
Glad to hear that.
Rosalie 30 Jun, 2018 @ 6:54pm 
Mod is super compatible. Have never seen any issues at all using any number of major mods.
Peter34 30 Jun, 2018 @ 9:00am 
I have this and 95 other mods in my mod pack. Hasn’t caused any problems.
CaptainKampfkeks 30 Jun, 2018 @ 8:27am 
A word on compability? Anything overwritten?
Dragon of Desire  [author] 27 May, 2018 @ 3:49pm 
No problem!
SilentKore (The Better One TM) 27 May, 2018 @ 12:37am 
Okay cool! Thanks for the reply man!
Dragon of Desire  [author] 26 May, 2018 @ 9:44pm 
It doesn't need one! Still works fine, and I still use it. I might update it to add some unity boost though.
SilentKore (The Better One TM) 26 May, 2018 @ 8:01pm 
Yo Dragon, any idea if you'll want to/be able to update this beauty? If it might even need one, I haven't had any issues, but then again I'm still playing 2.0.5.
Dragon of Desire  [author] 14 Mar, 2018 @ 9:26am 
Unfortunately, yeah, it does. But as with base game STellaris, RP is RP, optimal play is a whole other thing.
ardant8.0 14 Mar, 2018 @ 9:04am 
Seems to favor invaders. Invaders get the bonuses quickly while civs that advance the primitive worlds technology level have to wait? If you leave the homeworld in the hands of a vassal species instead of assimilating you get no benefit? Assimilating takes time, during which you cannot benefit from the bonuses.....
Dragon of Desire  [author] 5 Mar, 2018 @ 12:39am 
Yeah, been considering reducing the bonuses a bit, and I do want to add a Unity bonus too. Once I get around to it, I'll probably add em!
Peter34 4 Mar, 2018 @ 6:47pm 
I'd still like to see Genesis Worlds also boost Food production. And maybe tone the existing bonuses down a bit:

+10% Minerals, +10% Food, +10 EC, +15% Science, and +10% Unity.
Rosalie 24 Feb, 2018 @ 1:27pm 
@Queen Myxine: Seems to be working fine for 2.0, playing my current game as Rogue Servitors using it and no noticeable issues.
Dragon of Desire  [author] 24 Feb, 2018 @ 11:31am 
So, it still works, huh? That's good to know. Thanks for testing, Arigas.
SEVEN GOON SESH 24 Feb, 2018 @ 11:22am 
Pls update
Peter34 24 Feb, 2018 @ 10:05am 
It's all about Habitats and Ringworlds, if you're Life-Seeded. Or Gaiaforming via the World Shaper Perk. Energy Credits seem to be plentiful in 2.0, compared to earlier.
Rosalie 24 Feb, 2018 @ 8:06am 
Sure, but at the same time, good luck finding Gaia planets early on :P
Peter34 24 Feb, 2018 @ 3:43am 
It worked in 1.9.

However I’m reluctant to use it for 2.0, because it’d synergize hugely with the Life-Seeded Civic.
Rosalie 23 Feb, 2018 @ 8:24pm 
Love quick game load times. Worked perfectly fine for my homeworld, the primitives, normal empire, and fallen empire. And go figure, I get a galaxy with a Holy Guardian and a Keeper of Knowledge. 99% sure this would end in a War in Heaven lol. Did a quick mature_galaxy, and it doesn't seem to be impacting any other worlds but homeworlds, so I'd say that on the cover everything is working as intended.
Rosalie 23 Feb, 2018 @ 8:18pm 
I have it enabled in my current game, though it was in progress at the time and obviously did nothing :P I'll give it a shot quickly though and let you know!
Dragon of Desire  [author] 23 Feb, 2018 @ 8:16pm 
I don't know if this mod even still works ingame, honestly! You'd best test on a new save first.
Rosalie 23 Feb, 2018 @ 4:31pm 
Is it possible to force the event to assign the homeworld bonus part way in to a game? Forgot to re-add this after the 2.0 update, and am already 200 years in :P Or would it not work right if I managed to force it?
Dragon of Desire  [author] 14 Feb, 2018 @ 1:52pm 
@Lord Waifu This does nothing like that, it only adds a modifier to homeworlds, and nothing else. Check your mod list.
Rosalie 13 Feb, 2018 @ 9:12am 
Most likely that is probably a different mod, one providing alternate choices for starting system. This just adds a modifier to homeworlds, doesn't do anything else.
Peter34 12 Feb, 2018 @ 7:36pm 
I've used this mod for a very long time. It's never happened to me.
Waifuism 12 Feb, 2018 @ 4:56pm 
Does this have a chane to spawn a player on a fallen empire world? Just started a 3 person game and our new friends home world is a 25 size planet with like 18 tiles having dark matter power plants and mines.
Dragon of Desire  [author] 26 Jan, 2018 @ 2:12pm 
Yeah, waiting until 2.0 for now.
Peter34 26 Jan, 2018 @ 12:33pm 
It still works fine. I'm using it. No problems. I just wish it boosted Food production too. And Unity production.
Rosalie 26 Jan, 2018 @ 6:49am 
Probably asking if the mod was going to be updated to 1.9 or if the creator was waiting for 2.0. Says it hasn't been updated since 2016 :P
Peter34 25 Jan, 2018 @ 12:47pm 
2.0 comes out 22/Feb. That's not as long a wait as most of us anticipated (I guessed April, some pessimists guessed May, a few "optimists" guessed March). However, 1.9 is a *lot* of fun to play, and I don't see much reason to mothball this brilliant game until late February.

If you'd like to "train" yourself for 2.0, play HyperLane-only games, so that you get used to that shape of constraint.

But... What does your question have to do with this particular mod?
kaelis 25 Jan, 2018 @ 12:24pm 
Update to 1.9 or wait until 2.0?
Peter34 30 Dec, 2017 @ 9:56am 
Nice!
Dragon of Desire  [author] 29 Dec, 2017 @ 12:08pm 
Probably this weekend!
Peter34 28 Dec, 2017 @ 11:21pm 
What's the ETA on the new version, or alternate version, of this mod?
Dragon of Desire  [author] 28 Dec, 2017 @ 2:52pm 
Yeah, you do have a point, but I feel it is pretty balanced with the wonders and such, just little to no description of what can spawn and where. But yeah, I'll be reducing the science output to 20%, Unity to 20%, and the minerals and energy and food to 10%, I think. It'll make them good, but not overpoweredly good that someone on a 5x Primitives galaxy that focuses solely on Genesis worlds isn't OP as fuck.
Peter34 28 Dec, 2017 @ 12:44am 
I don't use Gulli's. I'm profoundly concerned about game balance in the 70-80 or so mods I choose to use. Yours is one-modifier-per-empirem so that's perfectly under control, but Gulli's...

I'm keen on getting some MP started, with friends and online friends, after 2.0 Cherryh comes out, and for MP, imbalanced mods can lead to really, really bad feelings and a soured social atmosphere. Same goes for poorly documented mods. Your mod is so simple it doesn't need documentation (a screenshot or two, or just using it), but that Gulli guy? What modifiers are in the mod, what do they each do, what is the probability of each appearing, and where can they appear? I'm just like 100% #nothanks.
Dragon of Desire  [author] 27 Dec, 2017 @ 11:44pm 
Alrighty, sounds like a plan. And I'm considering balance around Guilli's Planet Modifiers; I run it alongside my Genesis Worlds mod.
Peter34 27 Dec, 2017 @ 10:46pm 
I don't think the Science bonus is insane, Although it does mean I always end up dedicating my Capital totally to Science sooner or later.

I had hoped for something like +30% Unity, analogous to the +30% Science, and +15% Food, analogous to the +15% to Minerals and ECs, but if you tone dow Science to, say, +20%, then it'd make sense that Unity is also at +20%.
Rosalie 27 Dec, 2017 @ 8:01pm 
I love finding tomb worlds with this. Oh, poor things nuked yourselves? Free bonus for me!