Stellaris

Stellaris

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Guilli's Planet Modifiers and Features
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442.469 MB
Feb 16, 2017 @ 2:02am
May 9 @ 12:26am
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Guilli's Planet Modifiers and Features

Description

Guilli's Planet Modifiers
For version 3.12+ of the game.

A big content expansion mod focusing on Planetary Modifiers. With hundreds of modifiers and lots of content that interacts with them.

DLC's not required though some features are DLC locked!
Compatible with most mods. Special compatibility has been built in for the bigger mods, such as Planetary Diversity, Gigastructures, Real Space.


List of features

General
· Custom code engine that runs after game start ensuring maximum mod compatibility and ensures during the gameplan there is very little performance impact.
· Custom Start Manu letting you tweak a lot of settings or even turn of features entirely!
· Custom planet modifier border colours.

Over 400 new Planet Modifiers have been added.
· Most are spawned during the game start.
· Normal planet modifiers that provide bonuses or maluses.
· Uninhabitable planet modifiers for flavour and story.
· Precursor planet modifiers, powerful story elements left behind by ancient empires long gone.
· Fallen Empire planet modifiers, elder empires have not left their planets untouched.
· Terraforming planet modifiers, after terraforming no planet is the same and gain unique features.
· Habitat planet modifiers, special construction modifiers unlocked by habitat decisions.
· Ringworld Planet modifiers, special construction modifiers unlocked by ringworld decisions.
· Machine world modifiers, unique planet modifiers for machine worlds.
· Crisis planet modifiers, when crisis factions bomb or take over planets they can leave behind traces of their horror.

Planet Features and blockers
· Hundreds of custom features matching planet modifiers that spawn alongside them.
· Tons of new blockers for you to clear.
· Special precursor and archaeology features.

Terraforming improvements
· Terraforming cleans up planet modifiers and has a chance to roll new positive ones.
· Most bad negative modifiers will be removed (where it makes sense)
· Precursor modifiers will NOT be removed.
· Wondrous Planet features will not be removed.
· The newly terraformed planet has a chance to roll new flavour or positive modifiers. Flavour modifiers have a grey border and are just there for story/lore or roleplay.
· Turning a planet into a Machine World will remove most modifiers and roll unique machine world modifiers except for precursor modifiers.

New planetary decisions have been added
· Decisions to clear bad planet modifiers or "fix" planetary problem modifiers.
· Decisions to add habitat infrastructure based on the planet the habitat is orbiting around.
· Decisions to build additional infrastructure on ringworlds.
· Decision to specialise machine worlds.
· And more!

Tons of story events
· Capital world events.
· Events for new colonies based on planet modifiers and features.
· Unique leviathan "The living Planet" with a special reward. Leviathan DLC required for this to show up!
· And more!

New Anomalies and exploration events
· 4 new anomalies.
· Tons of survey and exploration events with choices based on your empire makeup.
· Numerous custom and rare rewards to for these events such as ships, components, techs, traits, and more...
· With lots of decisions allowing for maximum roleplaying potential!
· Planets with interesting features can spawn terraforming candidate modifiers. Even frozen and molten worlds will be able to be terraformed this way.

New policy: survey expeditions
· Choose between three exploration survey options to determine how fast you survey. The faster you survey; the less exploration rewards you get. Initial policy is set by ethics choices. AI can and will adjust this policy based on their situation. E.g.; Militarists empires will start exploring faster if they meet another empire.

Tons of new Precursor Dig Sites
· When discovering a precursor world, there's a chance a precursor dig site appears. Unravelling these dig sites have a potential to reward you with very powerful precursor rewards such as ships, techs, empire modifiers and even relics!

Precursor Discoveries (technologies)
· Lots of custom unique precursor technologies were added with their own technology colour. These are very powerful discoveries.
· Precursor home systems have been spiced up and spawn with an ancient, damaged Precursor Mega Shipyard.

29 new relics
· 3 special ones can be found during exploration
· 26 precursor relics found from special precursor dig sites

Relic War Goals
· Relic casus belli and war goals for every relic (including base game relics!)
· The AI really likes relics and will go to war for them. Some AI's will become more aggressive in wanting relics for every relic they have.
· Casus belli are unlocked if you neighbour an empire that has a relic and have enough intel (50)

Espionage
· Steal Relic espionage operation. Hold the greatest heist the galaxy has ever seen and steal another empire's relic with potentially dire consequences if you're caught! The AI can do this to the player but it is very rare and they must really dislike you.

Custom Relic map
· A map mode that displays who has relics and how many (if you have enough intel).

New precursor planet: "Archaeopolis" (requires Ancient Relics DLC)
· Rare precursor city worlds can be found across the galaxy with custom powerful districts.
· Expensive to maintain and build.

Minor Artifacts (requires Ancient Relics DLC)
· Reverse Engineer minor artifacts action has been modified to provide more random rewards. Added over 100 new possible discoveries such as techs and unlocks.
· Several custom armies have been added that you can unlock through exploration. They cost Minor Artifacts to build.
· Several modded rewards have a Minor Relic cost if you have the Ancient Relics DLC. A normal cost if you don’t.
· Several powerful edicts are unlocked after researching the reverse engineer minor artifacts technology.

Mini-Megastructures
· 4 minor megastructures were added. They spawn broken across the galaxy. Repairing them isn't too expensive and gives minor empire bonuses.

Wondrous Planets
· Some planets can become wondrous planets and gain a unique and powerful planetary feature.

Other stuff:
· Shielded world graphics for specific planet modifiers.
· Solar systems are spiced up with debris in precursor systems.
· A unique shipyard star model for precursor shipyards modifier (not a megastructure).
· Unique planetary graphics for some precursor modifiers.
· Sol (if populated by humans) has the James Webb Telescope.
· Mars has an old friend for you to find.



Special thanks to everyone for helping out and providing feedback!



Support my time
Hello, if you like what I do and wish to thank me for my time working on this mod you can do so by donating a few dollars to help me pay the bills :). This money will not go to waste and will help me greatly in my passion for modding. Any support is greatly appreciated! Thank you.

You can support me on Patreon
[www.patreon.com]

If you want to leave a small donation instead:
[www.paypal.com]
Popular Discussions View All (73)
1,552
May 28 @ 2:32pm
PINNED: Bug Reports
Guilliman
424
May 1 @ 5:13am
Suggestions
Guilliman
229
May 30 @ 1:36pm
PINNED: What do you not like about the mod?
Guilliman
5,986 Comments
Guilliman  [author] May 27 @ 3:11am 
I have a fix for fallen empire buildings coming this week. I'll check out nu boal decision too while I'm at it.
GutsyRabbit May 26 @ 10:16am 
Hello Mr. Guilli , i have found a bug that is related with planetary diversity mod. Planetary Diversity interferes with the ability to add capital planet modifiers on game start. And thanks for making this great mod ! :)
tilarium May 26 @ 9:04am 
Great Primarch, a suggestion from one of your humble and loyal sons. If possible, can an option to adjust the richness of the planetary rings? The trade value is fine, but the minerals and other resources can get pretty high. It's not to uncommon to see systems producing 20-30 mineral and or energy just from the rings alone.
TheBrightSideOfMoon May 24 @ 11:09pm 
can the origin of this mod force spawn on custom empire?
Bepiss May 23 @ 12:58am 
Can someone build a compatibility path with Real Space - System Scale? The precursor shields are above planets while using both mods. Same as with precursor shipyards
Hyren May 22 @ 8:26pm 
@Draco.angelus What I did was delete the building overrides related to FE buildings. They're all contained in a single file under buildings. It's a dirty fix, but pretty easy. Dunno if it has any unintended consequences for this mod, but it's meant to be a quick fix until it's fixed properly.
draco.angelus May 22 @ 8:16pm 
Has anyone found a workaround for the issue with FE buildings caused by this mod?
vardicdestroyer May 21 @ 11:43am 
Never mind, problem still persists without this mod enabled.
vardicdestroyer May 21 @ 9:29am 
Is anyone else using this mod seeing an issue with the cybernetic creed origin? I'm playing it and my pops refuse to go into the Haruspex jobs, and I'm trying to track down which mod is causing the problem.
alfharobby May 21 @ 6:23am 
The relic that add Floating City and Shield at Planet won't work at Rare, Ascension Planet Class from Planetary Diversity and sometime it won't work at Gaia Planet either.
aside from the Relic problem, the rest of mod work properly at 3.12.2
P.S. Gigastructure isn't activate since it still didn't get update so only use Planetary Diversity and mod that add Resolution at Galactic Community / Galactic Imperium.