Stellaris

Stellaris

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Tomb World Start Systems
 
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Aug 17, 2017 @ 6:32pm
May 20 @ 2:43pm
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Tomb World Start Systems

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In 1 collection by cbshing
cbshing's Tomb World Mod Collection
8 items
Description
Mod that adds 7 unique tomb world start system initializers, including Vault Dweller start, Wastelander start, Mutated start, and tomb world versions of Earth. Each tomb world start system has a random setup, a unique bonus start feature related to it, and unique start message. No files are overwritten in making this mod, so should be compatible with most mods.

******MAJOR CHANGE 11/13/17*******: The Nuked Sol Start no longer provides any bonuses. The 3 new tomb world Earth starts replace the features of the Nuked Sol Start. This does not affect CURRENT SAVES, only NEW GAME STARTS.

Features:
  • Seven unique Tomb World start systems: Each system is a random system with a single habitable planet that is a tomb world. The location, type, and number of planets can change each time you play.
    • Vault Dweller Start (Medium Start): Begin on a tomb world as a species that survived a nuclear war in a vault complex. Due to living underground for so long this society has not adapted to the surface world. Begins with a unique building Vault Complex that replaces Basic Science Lab (+3 science & +3% research speed). *Note, as @captainradish pointed out, this is a very hard start if your species has the unadaptive trait.
    • Wastelander Start (Easy Start): Begin on a tomb world as a species that survived a nuclear war through adapting to the wasteland. Due to surviving in the wasteland for so long this society begins with Tomb World Adaption technology.
    • Mutated Start (Easy Start): Begin on a tomb world as a species that mutated into the dominant species following a nuclear war. Due to mutating on the planet, this species starts with Tomb World Preference.
    • Nuked Sol Start (Easy Start): System modeled after Earth's solar system, with a tomb-world Earth. There are no bonuses. Depreciated: Begin as a Human species (use Human portrait) that survived a nuclear war in a vault complex. Or begin as a Mutant species that evolved post-Humanity.
    • Vault Earth Start (Medium Start): Begin on tomb world Earth as a species that survived a nuclear war in a vault complex. Due to living underground for so long this society has not adapted to the surface world. Begins with a unique building Vault Complex that replaces Basic Science Lab (+3 science & +3% research speed). *Note, as @captainradish pointed out, this is a very hard start if your species has the unadaptive trait.
    • Wasteland Earth Start (Easy Start): Begin on tomb world Earth as a species that survived a nuclear war through adapting to the wasteland. Due to surviving in the wasteland for so long this society begins with Tomb World Adaption technology.
    • Mutated Earth Start (Easy Start): Begin on tomb world Earth as a species that mutated into the dominant species following a nuclear war. Due to mutating on the planet, this species starts with Tomb World Preference.
  • Unique Starting Messages: Each system has a unique start message related to your species origin on their now tombed home world.
  • Custom Empire AI Compatible: If you create a custom user AI empire with one of the start systems above, the AI will begin with the features listed above. AI will never randomly spawn with this start, only user created empires.
  • Home World Restoration Event: For a non-Mutant start, when your homeworld is restored to its original climate via terraforming a flavor event will fire that gives you unity, influence, and a small happiness bonus for 10 years.

Utopia Features:
  • Syncretic Evolution: With the syncretic evolution civic, the subservient start species will have a tomb world preference.

Synthetic Dawn Features:
  • Mutant Start Secondary Species: With the assimilator or servitor civic, the secondary species will have a tomb world preference.
  • Vault Dweller Start Vault: When starting as a machine species, except for the servitor civic all other machine empires will have a customized vault with different effects.

Compatibility:
  • Compatible with 1.9.* Boulle
  • Accessible for all languages (although text is only in English)*
    • Partial Spanish Translation made possible by@io
  • No files were altered in the making of this mod, so should be compatible with most mods.
  • May have some minor issues if using non-vanilla (modded) planet preferences or with a mod that overwrites the vanilla planet preferences, though this can be patched. May have compatibility issues if using a mod whose code runs at game start, especially if said mod modifies the start system.

Upcoming Feature:
  • Investigating alternative method to provide an enslaved co-dominant species***COMPLETED***, see Codominant Evolution mod.
  • More features for Synthetic Dawn.

Tomb World Mods:
  • Cockroaches of Earth: Simple prescripted empire mod to let you role play as the vanilla Stellaris Cockroach species from a tomb world Earth.
  • Tomb World Creation: Mod that adds the option to terraform planets to tomb worlds.
  • Tombing Planets: Mod to allow the player to tomb planets, changing inhabited planets into tomb worlds and obliterating the colony.

Start System Mods:
  • Machine World Start System: Mod that adds a custom start system that allows you to begin on a machine world covered with artificial structures. The thin atmosphere consists mostly of industrial pollutants and is not capable of supporting biological life.
  • Mechanist Start System: Mod that takes the Mechanist civic and turns it into a custom start system. This way you can have the benefits of starting as a Mechanist without losing a civic slot to a permanent civic!

Other Mods:
  • Codominant Evolution: This mod adds a selectable permanent civic to let the player start the game with 4 Pops of another, codominant, species.

If you have a mod that you would like to be compatible or find a bug, please let me know in the discussions section below. Also, please leave any feature proposal ideas you have. I look foward to your suggestions.

*Note from Author: I made this mod first as an addon to the Cockroaches of Earth mod, but later because I was curious if a players can use a custom initializer to provide a unique start and backstory. That being said, I think system initializers are under utilized and can provide some interesting background starts. I want to thank cray935 for releasing the Survived through Ages mod. It inspired me in making this mod. Let me know if you are looking for any other features in your tomb start roleplay. If you like my work I hope I can bring you more Start System mods in the future. Enjoy!

***Special Thanks!***
  • Special thanks to @io for helping to provide a Spanish translation for this mod!
Popular Discussions View All (2)
16
Dec 28, 2017 @ 7:49pm
Bugs Reporting & Updates
cbshing
0
Aug 17, 2017 @ 6:40pm
Mod Compatibility & Feature Proposals
cbshing
< >
41 Comments
cbshing  [author] Mar 6 @ 7:06am 
@Nikal, I did this for now since I am a bit wary of the Paradox modding policy [forum.paradoxplaza.com] regarding the enabling of dlc content (ie tomb world start) via a mod. I don’t want to have the mod taken down since I ran afoul of the policy. At the same time I am seeking clarification since this mod was created before the dlc was implemented.
Nikal Mar 6 @ 5:49am 
Strange, I seem to recal this mod was made for Vanilla? Why does it require the DLC now? :steamsad:
cbshing  [author] Feb 4 @ 6:55am 
Hi NocturneOfSolace, this mod works for both organic & machine civs. Organic civs get different bonuses for the different types of starts, such as Wastelander gives Tomb World Adapatbility (+20% hab for tomb worlds) and Mutated changes your species to have the Tomb World Preference. Meanwhile for machines Wastelander gives no bonuses & Mutated only gives bonuses to Assimilator & Servitor starts. Hope that helps you.

If you are having trouble getting the planet to start as a tomb world, there could potentially be a mod conflict. I fire an event at the start of the game that changes the world to a tomb world and adds all of the tile blocerks. If there is another mod that changes something at the game start there could be a conflict preventing the tomb world from appearing.
NocturneOfSolace Feb 3 @ 5:52pm 
I genuinely don't get how to make this mod work, does it only work for organic civs?
cbshing  [author] Jan 18 @ 5:04am 
Hi @xnadu27, thanks for the suggested start message! I like it better then the one I drafted, and for the next update I’ll add it in and credit you. Since it appears Origin Civics will be the path the devs are going, I’m going to be working on converting my Start System mods into permanent civics, so I’ll credit you also when I make that.
xnadu27 Jan 17 @ 6:10pm 
Assimilator start message “After a large-scale war that sent our CREATORS world into apocalyptic downward spiral, we fulfilled our duty and ASSIMILATED them into our CUSTOM-BUILT fusion-powered automated synthetic bodies. There was some RESISTANCE, but they eventually succumbed to their DESTINY. Now we have advanced to INTERSTELLAR travel, where we will assimilate the estimated 10,000 species in our GALAXY.”
cbshing  [author] Nov 29, 2017 @ 7:06pm 
Hi @FluffyLoveMuffin, currently there is no custom start message for assimilators or machine empires. I've been working on some custom text (e.g. assimilators were trying to help the Creators adapt to the tomb world environment, so they turned them into machines), but I've hit a writer's block. If you'd like a go at writing a start message I would appreciate the help!

In terms of start bonuses, using the vault dweller start machine empires have a special "vault" building. With the mutated start assimilators and servitors have a secondary species with a tomb world preference.
FluffyLoveMuffin Nov 29, 2017 @ 11:15am 
are there any custom openings with the assimulators or any machine empires when using this mod?
cbshing  [author] Nov 28, 2017 @ 6:57pm 
Hi @captainradish, that sounds like a really fun game. I haven't played with Alphamod since 1.0.3, so I didn't realize you can create habitats early in the game. That worked out well otherwise your main species would have been toast! I'll put a disclaimer for others to not select unadaptive unless they want to play a brutally hard game setting like yours.

You should make an AAR; I'd love to see how far your race goes. Also, if you haven't tried it yet, you can restore your homeworld's climate to its former glory for some unity/influence/happiness bonuses (though I'm not sure if that'd fit with your caste system rp).
captainradish Nov 27, 2017 @ 8:35pm 
Just as an addendum: that game is brutally hard at the beginning. I had to really rush Alphamod's small habitat as my race wouldn't expand on the tomb world (I somewhat foolishly gave them unadaptive which made all my population try to move out immediately after game start). If I hadn't started with robots I would have lost as I was down to one single pop when I got my first habitat built.