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If that's what you mean, those can be found. In the game installation folder (not the save game folder), there is a folder for your mods and another one called "common". The mod folder structure has to mimic the "common" folder structure, and in both instances, system definitions will be laid out in a folder called "solar_system_initializers"
So, the basic file path to head to looks like this: [YourPath]\steamapps\common\Stellaris\common\solar_system_initializers
And for your mod there will be a parallel structure with files that supercede the initializers in the vanilla folder.
If you want more information on where to find various map assets and definitions, there's some details on that on the wiki: https://stellaris.paradoxwikis.com/Map_modding#Directories_&_Files
That link takes you to the part about galactic level map configurations. Specific systems are discussed in greater depth here: https://stellaris.paradoxwikis.com/System_modding#Solar_system_initializers
I'm awfully sorry for the confusion. I basically mean: "The exact same map layout and size (Huge), with all solar systems, same amount (and same properties) of habitable and non-habitable planets, in the same positions, but with a reduced amount of AI Empires (that is the same as the default settings)."
Thanks for the links, I'm having a look now... :)
This is the mod I'm using: https://steamcommunity.com/sharedfiles/filedetails/?id=937289339
It's the only mod I use as well (no submods either) so there shouldn't be any conflicts. I think you're basically on the right track though. I guess I need to amend the current static galaxy I'm using with the default numbers (and being mindful of habitability for those empires that still exist). Although, I guess, I could also delete empires in certain systems but keep the rest the same (position, habitability etc), and be mindful of spreading them out so that each empire that still exists is a reasonable distance from the next instead.
Regardless, it looks like I'll have my work cut out to ensure stability.
Thank you so much for your prompt replies and help!
If "class = " is left blank in a planet then the random generator will handle it. And in many of the default initializers you can even set a planet to be a random number of any type (it looks like "count = { min = 0 max = 5 }" - which would generate 0 to 5 random planets with the likelihoods of various types being calculated in part with reference to the system type (the star it orbits).
It can be a lot to wrap your head around, though they're also a good way to ease into understanding modding, if that's something you care to do. You can copy your whole installation folder into a new place and call it "Sandbox" or whatever, then use that to muck around in the gears without breaking your main installation.
That's great advice thanks! I'm happy to play around with the game I've already got going thus far. I'd just like to operate the same map in the future with a reduced number of empires once I'm finished.
I've definitely got some homework to do though! That's not a complaint by the way. Thanks for the tips and the links! Very much appreciated.