Stellaris

Stellaris

Trace Empire Customisation
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Trace Projectile  [developer] 5 Jul, 2017 @ 2:27pm
Current Features / Future Plans (Not Actively Updated)
2020 update: This mod is maintained but in limbo, I'm trying to revive it as a fresh mod.

Rooms:
(currently lazily copied from mod file)
"darkspiritualism_room" = { has_ethic = ethic_spiritualist }
"ascended_spiritualist_room" = { has_ethic = ethic_spiritualist }
"ascended_spiritualist_room" = { has_ethic = ethic_fanatic_spiritualist }
"spaceship_room" = { }
"kett_room" = { }
"lavaworld_room" = { }
"watercity_room" = { has_trait = trait_pc_ocean_preference }
"humanoid_room" = { }
"humanoid2_room" = { }
"stardock_room" = { }
"temple_room" = { }
"cyberpunk_room" = { has_ethic = ethic_materialist }
"ai_fortress_room" = { has_trait = trait_synthetic }
"cybernetic_room" = { has_trait = trait_synthetic }
"blinds_room" = { }
"engineering_room" = { }
"governing_room" = { }
"sombre_room" = { }
"capitalist_room" = { }
"greenhouse_room" = { }
"overdone_room" = { }
"space_ranger_blue_room" = { }
"sub_room" = { }
"arachnoid_room" = { }
"miner_room" = { }
"gasminer_room" = { }
"fallenminer_room" = { }
"vein_room" = { }
"veinhive_room" = { }
"enduring_room" = { }
"cult_1_room" = { }
"agency_1_room" = { }
"agency_2_room" = { }
"hegemonic_nerds_room" = { has_ethic = ethic_fanatic_materialist }
"hegemonic_strategists_room" = { }
"hegemonic_militarists_room" = { }
"ice_hive_room" = { }
"bee_hive_room" = { }
"atlantian_room" = { }
"atlantis_room" = { }
"zealot_tech_room" = { }
"monastery_room" = { }
"monastery_desert_room" = { }
"monastery_window_room" = { }

+ some hive rooms recently added
+ insectoid room pack

Total rooms: Probably like 50, I've stopped counting when I add or remove. A lot though.

Every single room is edited to mimic vanilla art style.

Cities:
Aquatic - Blue plantoid variant with increased spherical focus.
(Like half a dozen mods base cities off this file, you must like it :P)
Artisan - Purple avian cliche style, used to be called 'Asari'.
Dirty - Like the industrial city everyone crams into mods, but edited more.
Dweller - Tents and stone set based on the primitive medieval set.
Evil - Red and dark arthropoid city
Factory - A city scape made entirely of factories from the industrial set.
Fallen Empire Human - A fallen empire set with elements of mammalian shape and colour scheme edited in.
Newcomers - A very popular city scape, made of geodesic domes and bridges. Designed to give the impression that the race cannot effortlessly breath on any planet, or are new to colonisation processing.
Overgrown - This city set is like mammalian, but with the lights out and vines overgrowing the city. Might be useful for hiveminds, plantoids or tomb worlds?
Tau - Yellow and basic city edited from Reptilian and based on WH40K.

COVENANT AND SANGHEILI CITIES MOVED to 'Sins of the Prophets' mod and one of my WIPs.


Ships:
(Removed list, I hate them but the game is hard-coded to add them, so ignore unless you really like the okay ones like 'Overgrown' which is a dim, mossy mammalian set)


Goals/Currently Working On:
1. Revive this mod with *actual* ship types.
2. Fully move to quality over quantity.
3. Tweak cities with my 2019 editing abilities, update for new Stellaris features like ruins.


The reasons for not updating much are:
1. I don't like the placeholder shipsets, there's no reason to use them but it's hard to make them good without lots of effort.
2. I hate the big list of empty species categories I have from mods.
3. Wasn't sure where to go with it stylistically.
4. Been busy IRL.
5. I love making cities, but hate doing species appearances and ships. That's why you see me always trying to minimise the mod even though I'm inspired to make more city types.
Last edited by Trace Projectile; 24 Aug, 2020 @ 9:13am