Stellaris

Stellaris

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New Legendary Worlds
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Apr 29, 2018 @ 4:28am
Mar 2 @ 10:42am
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New Legendary Worlds

Description
New Legendary Worlds & Districts

Legendary Worlds is back and ready for 3.11!

Legendary Worlds has been overhauled for 3.10
Almost complete overhaul of Habitats/Ringworlds

This is a mostly complete overhaul of the mod. Balance changes on all worlds, more random effects for almost all worlds. It adds new features (for almost every legendary world) and fixes a lot of older bugs as well as some coding-errors.
Updated by original author, thankful all previous Editors, that kept this Mod alive.

New Features
  • Adds 6 new legendary planets
  • Adds 3 new basic legendary planets
  • Redesigned old 3 basic legendary planets
  • Adds time machine event (mostly from legendaries extended)
  • Adds new legendary deposits
  • Adds possibilty of new legendary deposits for all legendaries
  • Redesign all legendary megastructure modifiers
  • Adds 4 new legendary megastructures
  • Adds support for 3.10 features

Improved Balance
  • Spwaning: About 1 out of 20 planets will have a special bonus, smaller ones beeing more common as larger ones.
  • Spwaning: Common legendary planets will be way more present as rare ones.
  • Adds "Growing effects" to most of legendary planets.
  • The power of a legendary planet now grows with it's population on it. (Growing effects)
  • General: Planets are way more balanced towards each other (given their rarity level).
  • General: Planets are way more balanced towards the end-game by expanding their power. (Growing effects)
  • Planetary Buffs: Some negative effects have again be removed or made less important.
  • Planetary Buffs: Underwhelming Legendaries have been significanty buffed.
  • Randomization: Most of all legendary planets have multiple random effects to make them individual.
  • Specific Legendaries: 5 worlds have been totally overhauled and offer 'new' effects rather than buffing them.

FAQ
  • There are other mods that offer galaxy diversity and planet modifiers. Why should i pick this mod?
  • --- This mod aims to add balanced diversity, no megabuffs or game/play-style changing mods, and no spamming eventboxes.
  • Are there ways to improve the spawning rates of legendary Planets?
  • --- Generally no, since they should be legendary. However you can go changes the rates for specfic types in the file "legw_add_modifiers" and "legw_add_other" at the top.
  • I always have only the same worlds spawning, how to get different ones?
  • --- Some are just more rare than others. You have to get a portion of luck or simply play more games. This ensures a very high replayability.
  • Terraforming/building Megastructures doesnt give me any legenday modifiers?
  • --- Terraforming and finishing Megastructures also have only a small %-Chance to get any legendaries.
  • How about different Mods also adding planetary modifiers? Do they stack?
  • --- Yes, they can stack. To avoid massing planetary modifiers, legendary modifiers can only spawn on planets that have less than 3 other modifiers. Anyway, legendary worlds is desinged to play without other "planet-modifier"-Mods.
  • Some legendary worlds dont feel legendary, while others are gamebreaking?
  • --- As for 3.10. update all worlds are even more close together in terms of power. Fully developed megastructures or legendary worlds are of course very strong, but also very rare and you had to invest a lot in in before.
  • Isnt this mod in general breaking/changing the "vanilla"-play style of the game?
  • --- It is even designed to play with lower amount of co-mods. Surely luck will be a very big factor on galaxy generation!

What this mod does?
This mods adds special planets (legendary worlds) by giving them a planet modifier. Most of them will have a huge buff on certain areas. Planets on vanilla are mostly the same and this feels boring. So this mod adds a planet variety and diversity in a special way, not completely overhauling everything. It can change a lot of balance, but it still does not feel game-breaking. The chances are very small, but if you are lucky and find a legendary world next to your homeworld it makes you a lucky one. Since 2.2 update, all major bonus legendary modifiers are balanced in a way you will enjoy them, but it will take a lot of efforts to fully unlock their capabilities, depending on their bonuses. This is the mostly big Change within the 2.2. update.

Also there are three "different" world classes:

Common and Uncommon Legendaries
There is a set of rather common legendary planets and a they occur more often ingame (about 2 of 20 planets). These are minor and very simple buffs, but even their power increase as the game goes on. (Growing Effects)

Rare Legendaries
There are lot of very powerful modifiers, that most planets can get on random. They are more rare, and it will some planets or games until you found some of them. Legendary buffs are quite decent and very unique, but most of them will have to be develped first.

True Legendaries
True legendary Worlds are the rarest of all Worlds. You will only have a few of them in your galaxy. They all have unique planet mechanics and offer a high buffs to your empire. For all of them you have to invest ressources first or remove special blockers to fully unlock their potential (because it breaks balance else if you find one of them right next to you)

Ancients and Buildings
This mod adds a fallen precursor race, called ancients (very creative, i know). You can find buildings from them randomly on any world (doesn't have to a legendary world). Rumors say that there can also spawn an ancient homeworld from time to time in a game.
All other new buildings added within this mod belong to a special legendary, so they can only be built on those worlds.

Compatibility

Compatible with all DLC.
DLCs not required.
A mod that makes you see more than 5 districts is recommended (UI Overhaul Dynamic for expample).
Language files for every language included. (all texts english only)

No vanilla files were harmed during the modding process. Should be fully compatible with almost any mod.
  • Guillis Planet Modifiers: The beautiful orange-shining ring around planet modifiers turns into a yellow ring. (only a graphical issue)

  • Full compatibility with Planetary Diversity (and extra Addons)
  • Full compatibility with WP's Planetary Features Expanded

Have Fun finding all legendaries :)

Spawn frequency has really a lot of random modifiers and is also depending on spawned habitable planets. Different games may have different spawn rates of legendaries. Expect around 20-30 legendary planets in standard settings at 600 stars.

From 3.10 and on: Even the same legendary planets can roll very different bonuses - so some rare worlds might be less interesting in one game and could be most desireables in the next game.

Be aware that legendary modifiers will only spawn at game start (some days afterwards). You can safley add this mod to a savegame, but you can get only legendaries from terraforming or megastructures
Popular Discussions View All (3)
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Jul 12, 2022 @ 8:21am
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Apr 24, 2022 @ 11:47am
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371 Comments
SaniK May 13 @ 6:34am 
needs update
Elwood2711 May 10 @ 1:23pm 
May I ask when you'll be able to update this mod?
[JdG] Pejman Apr 11 @ 11:37am 
2/2

if the effect is strong then put it on ruler type jobs (science directors governors etc)

The thing is paradox themselves know their job system is whack and they keep adding random job with each update, if you add mods I sometimes have a planet with 50 different jobs and that will cause huge lag. (the issue isn't the amount of empty slots as much as the amount of different jobs. I havn't played in a while but I doubt para ever fixed their mess)
[JdG] Pejman Apr 11 @ 11:36am 
1/2 I don't know if you have adressed it or not with the latest update but have you thought of removing the "extra" jobs from this mods and instead using increase to resources to vanilla jobs (the issue is that the more different jobs you have on a planet the more the game lags because the computer will compare each job VS each other so it creates lag exponentially, even if it's just 1 position job now the computer will compare that 1 position to every other job to see if it has to be filled in priority or not)

for instance I liked how craked or black hole world just increased the output of researchers (although blackhole had a unique job "black hole observer" iirc that should be removed to make it work better)
Ares Apr 9 @ 10:50am 
does anyone know the planetary modifier code for legendary lore world?
slimer91 Mar 26 @ 4:46am 
Hi. The language files are not working. To make them work you need to change the first line to the appropriate language e.g. l_russian for Russian.
༒Wanheda༒  [author] Mar 2 @ 10:43am 
thanks fixed.
kahvipensas Feb 23 @ 9:07am 
from Irony Mod Manager:

Error at line: 125 column: 1 file: events\legw_script.txt.
Please report this error to the author of the mod: New Legendary Worlds.

Error message says:

Error in events\legw_script.txt: Ln: 125 Col: 1
}
^
Expecting: end of input or statement
doctornull Feb 16 @ 5:40pm 
Great to see this getting updated. Thank you!

Since you're making the mechanics current, could I ask you to remove the penalties from the Origins? They're too easy to work around, but doing so makes me feel like a cheese weasel.
Яндекс.ГООООЛ Feb 11 @ 4:48am 
LOOKS WHO BACK