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Extragalactic Cluster Start
File Size
2.062 MB
Feb 16, 2020 @ 10:00am
May 12 @ 10:20am
43 Change Notes ( view )

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Extragalactic Cluster Start

Start in an Isolated Extra-Galactic Constellations. (3.4)
This mod takes the excellent constellations from Extra Galactic Clusters and makes it possible to have any of them as a starting location for your civilisation (Note only the Constellation, not the contents). You can also spawn the other EGC's for your civ to later find and explore.

It is done via a new Origin: Extra-Galatic Cluster.
If your civilisation takes that then a menu will appear on game start for you to customise your cluster. The AI never will.

  • Constellation Shape
  • Starting System Initaliser (Sol, Deneb, Random, Ring World, Starborn)
  • Guarantee that strategic resources and specific stars for Giagastructures will spawn
  • Access to your cluster? (Wormhole, Many Wormholes, the L-Gate Network)
  • Spawn all the clusters from Extra Galactic Clusters, and optionally link them in an extra-galatic wormhole ring or to the L-cluster.
  • Multiplayer support for upto 2 players to start in clusters
  • If nobody takes the origin you can still spawn all the other clusters using an edict

Your civilisation will move into its new cluster home on day 2 to avoid issues with galaxy generation. Select your options then start time, the game will freeze and lag while it generates the cluster, which might take a while on large galaxies, be patient, it will start.
original point in the galaxy where the evidence of their passage was left.

Your constellation will not have precursors. If you want to learn about your precursor civilisation you will need to get back to your
You can Experimental Subspace Navigation your science vessels to your old home system (and L-Gates if selected), that is deliberate. Be warned the AI expands towards your home cluster quickly as it has a glut of nice planets and resources.

If you select for the rest of the Extra Galatic Cluster to spawn in they will spawn in over time in the first year, to avoid galaxy generation issues. This means you will get lag and freeze spikes until about August when the last one, Hexagon, spawns. Hexagon spawns at the edge of the addressable universe so you may need to hide the outlier to select it.

This mod was also inspired by Isolated Cluster Start

In multiplayer Player 1 should take the regular EGS origin, player 2 should take the "Mulitplayer EGS" origin. See here for details.

No vanilla files were harmed in the making of this mod, but as it does a lot of work shifting a colony will have issues with other mods that do the same or things that add planet classes at starting

  • This mod is incompatible with things that change the planet/system start, there is a long description why in the discussions section
  • Supports Starborn Habitat starts, for an improved Voidtouched starting.
  • It is compatible with Planetary Diversity planet starts, except for tidally locked. It will cheerfully ignore the PD "habitable planets to be same type instead of exact match" option.
  • Compatible with Guillis Planet Modifiers.

My Other Mods

This is most frequently caused by a modded species home planet, I have to code every home planet manually. If you are a non vanilla, non planetary diversity planet type for your homeworld preference then I can't set it when you move. Post a comment letting me know the planet type and which mod it came from and I'll add it.

Bug Reporting
The only way to achieve a lot of the effects is with a large amount of copy and paste code, so if you have a bug I really need to know the following information, even something so trivial as Spawning Kerbals or not falls down an entirely different branch of the cluster generation and so may have bug where the non kerbals don't.
  • What cluster you started with
  • What your starting world was
  • Whether you have gigastructures stars enabled and the Kerbals enable
  • What class your original starting planet was
  • What other mods are you using


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Popular Discussions View All (5)
Dec 5, 2021 @ 1:26am
Dec 6, 2021 @ 1:05am
PINNED: What actually happens?
Jan 20 @ 11:12am
Help! Mod just doesn't seem to exist when i start the game.
< >
Maya Jun 26 @ 4:10am 
Hi Draconas,

is it possible to add

as a additional start option?

TY and greetings
Draconas  [author] Jun 12 @ 12:14pm 
Seems legit, complex start civics are unlikely to work, long description is here: (can skip to the bottom where it explains why)
DragoonBlade Jun 9 @ 4:57pm 
So whenever I use the "Undersea Dwellers" Civic from the "Stellaris Evolved" mod, all planetary features are removed once the empire is moved from its original system to the extragalactic cluster. The blockers are still there, but with no generator or mining districts, you're kind of forced to rush colonization to make up the deficit.

I tried looking at the code in order to fix the issue, but it's kinda beyond me.
Draconas  [author] May 25 @ 10:09am 
You're welcome. Enjoy :)
Evilcouchpotato May 25 @ 5:57am 
The concept for this mod is DOPE AF

Love having these roleplay options...thank you friend!
Draconas  [author] May 16 @ 10:51am 
Broadly no, for a variety of reasons, but primarily because the code for many of the origins in inheriantly complex (which is why the origin system was created as a separate thing from civics) and supporting them would be a nightmare of work for me.
shay May 16 @ 7:21am 
Would it be possible to make this mod not as an origin, but as menu allowing for start in isolated cluster and then combining it with additional origin?
Draconas  [author] May 12 @ 10:30am 
3.4 Release update has been done.
Basically no changes from 3.3, everything seems to be working. Have not yet tested Gigastructures.
Draconas  [author] May 7 @ 3:40pm 
Nope, I always save and reload.
Vrishnak92™ May 7 @ 2:41pm 
Do you know if there is any way to force the game to reinitialize country borders when the clusters are formed? I know that saving and reloading the game works, but i feel its odd that there is no way to do this without needing to reload a save