Stellaris

Stellaris

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40k Planet Specialization
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544.507 MB
Jan 7 @ 1:51am
May 8 @ 12:52am
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40k Planet Specialization

Description
This is a combination mod consisting of both The great crusade origin and WH40k Planets Renewed. Also contains recycled elements of the Total Warhammer 40k conversion mod but ISN'T a conversion itself yet. Info on authors can be found at the bottom of description.

Essentially this mod is keeping everything that the great crusade origin mod did and combines it with WH40K Planets Renewed and upcoming future content, eventually in time making it a full 40k conversion mod, but with the compatibility option of being able to run alongside other large mods with hopefully no issues.

Mod Currently consists of:

1 origin ( The Great Crusade Origin) which isn't really balanced for normal starts but on Grand Admiral its fairly normal.

1 Ascension Perk (Used to unlock planet decisions) <------- YOU NEED THIS

2 Map generation Presets (Rough models of the 40k galaxy) (These are playable but with minor annoying issues)

79 Civics

2 unique armies

2 traits

7 authorities

1 form of JUMP DRIVE (Warp Drive)

Special deposits

-Imperial Palace
-Eternity Gate
-Forbidden Fortress
-Hive Karelia
-Hive Tashkent
-Hive Salvator
-Hive Malliax
-Hive Novion Primus
-Hive Xericho
-Hive Ababa
-Hive Skhallax
-Wyvern's Gate Spaceport
-The Lion's Gate Spaceport
-Damocles Space Port
-Khangba Marwu Prison

28 Loading screens

12 planet types (ALL with unique districts, values and icons)

Planets:

Armory World

Shrine world

Refinery World

Agri-World

Super-Hive World

Mega-Hive World

Medium-Hive World

Small-Hive World

Fortress World

Industrial-Hive World

Industrial World

Mechanicum Forge World

Imperial Throne World


These planet types are available for construction through the decisions tab and all require the "Imperial Planetary designation" ascension perk and two types require both Imperial Planetary designation ascension perk and The Great Crusade Origin.

These need to be built apon standard planet classes such as vanilla Continental, Ocean, Savanna, Tundra worlds. While this mod will work along side any other mod that adds planets types and classes it wont apply the correct conditions to those worlds to allow the option for the project. Planetary diversity will work with this mod now it has basic functionality added.

All of these planets have large planet modifiers scaling up with each upgrade. This was never in WH40K Planets
Renewed at a noticeable level but more in terms of district value. But i thought they could use some more strategic value other than just being role playing conversion planets. Alot of the same models and values where used for the planets and their icons have changed to better reflect planet usage. The districts that came with WH40K Planets are still present and values are the same along with the classic icons.

The Mechanicum Forge World is my own addition to the mix Having a large modifier on alloys, materials, energy. Along with custom districts with new icons. Which also will come with the Iron ring adding another district in the future along with the Shrine world and Refinery World equivalent. Some districts of worlds like fortress also use default district icons THEY ARE NOT VANILLA districts.

There are also a few missing planet types that will be added in the future.
Such as:

Armory World With Iron Ring

Refinery world with Iron Ring

Forge World With Iron Ring






Compatibility Info:

Override Patch for ethic point changes are here: https://steamcommunity.com/sharedfiles/filedetails/?id=3202543314

Overwritten files:
00_defense_armies
01_assault_armies
02_event_armies
03_occupation_armies

I don't see any reason why you could not run this mod side by side with any other district or planet adding mods.
I will be updating this semi regularly and erratically but hot fixes should be a piece of cake depending on the fix required.

This functions along side NSC3 with no issues so far.

Has built in Compatibility for Ethics and Civics Classic 3.10


Both original authors can be found here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2301970262&searchtext=40k+planets
- Bedivere for the renewed version and kamip123 for the original.
https://steamcommunity.com/sharedfiles/filedetails/?id=2778794036&searchtext=great+crusade+origin By
- FUZE ANTATIC

Go give them the credit because they actually made these two mods which is the base code of this one it wouldn't exist without their work.

This also has Partial Russian language support but i don't speak enough to fully move over the localisation for it.

Simple Chinese Language support is here, MADE EXTERNALLY I HAVE NOTHING TO DO WITH THIS TRANSLATION MOD NOR DO I SPEAK IT.

https://steamcommunity.com/sharedfiles/filedetails/?id=3137549367
Popular Discussions View All (3)
8
Mar 3 @ 1:36am
Bugs or crashes
Aurelias
1
Apr 12 @ 1:30pm
Suggestions
Aurelias
0
Jan 13 @ 1:40am
Known Issues
Aurelias
87 Comments
Desblat \ Обломов May 10 @ 1:23pm 
I support what others have said on the matter it would be more handy to have planets stuff in separate mod. For compatability reasons.

For instance you are overriding some base game armies files and that can lead to compatability issues with army-related mods.
Aurelias  [author] May 5 @ 10:37pm 
Yes would add quite the kick too exploration might even go quite well with a few other projects I'm thinking of adding them in both versions plus a lot of what already exists in this mod is easily movable with new events and Planet classes.
Aurelias  [author] May 5 @ 10:27pm 
@Dmitry Yazov Yes the crises work as per default just using the year number they still work the same you can even change the settings in the galaxy creation section when starting a game, and see that it works. Just check that its not set to far out from what year you want it.
Melkorian May 5 @ 7:55pm 
Like think about it, coming across the ruin of a hive-world and undertaking the massive effort of rebuilding the world layer by layer, (maybe include some special events on the rare chance a ruined hive-world is discovered?)
Melkorian May 5 @ 7:54pm 
Building off what @XRainyOne said, I agree that having just the new types of planet stand alone of this mod would be interesting to play. maybe to make things more organic, have them be a option after researching ecumenopolis? As if you think about it hive-worlds truly are the ultimate city-world.Can I suggest looking at Planetary Diversity mod and see how they've scripted their mod? Slightly similar but also not the same. Also having the new planet types appear on game generation would be interesting to play, I could say depending on what type of hive-world it was would depend if it was in a ruined state upon discovery or not?
Dmitry Yazov May 5 @ 8:04am 
Is the year 30k ok with the other event and crisis empire mods ?
Aurelias  [author] May 4 @ 9:24pm 
Very much possible and interesting, depends how people would want to access these new worlds, on generation, by decision or event?
XRainyOne May 2 @ 2:04pm 
Is it possible to make a version of this mod, but only with new types planet? Without new civil models, governments, etc?
Aurelias  [author] May 1 @ 11:27pm 
Hey thanks for bring this forward ill most likely patch these into the main branch next patch as they don't seem to complicated, and yes the other mods wont be scripted the same as how i did the government form (Because technically they are not a hive mind, But they do come extremely close) but there are work around's for solving this.
Melkorian May 1 @ 6:39am 
I'm asking about the compatch mod bc, I tried playing as a Necron empire using one mods portraits, other's origin and this mods civics and empire authority, only for the two previous mods not working with this mod since the Necrons in their mods are scripted as Machine/gestalt empires I guess?