Stellaris

Stellaris

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Cleanse and Rebirth 3.14
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Aug 22, 2020 @ 12:20pm
Feb 21 @ 12:21pm
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Cleanse and Rebirth 3.14

Description
This mod currently enables a player to dismantle (ruin) or remove megastructures and seed primitives on habitable planets.
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Any megastructures can be dismantled (ruined) or destroyed by turning on the ‘Cleanse and Rebirth’ edict. When activated, any ship that enters a megastructure's orbit will prompt a special project (tied to the megastructure) to dismantle or destroy it. A construction ship must complete the special project for the process to be successful for another megastructures to be removed as there is a cap of one at a time.

Similarly, when the edict is activated, any colony ship that goes into the orbit of any habitable planet or structure will give a planet decision of seeding an early or late stage primitive civilization (random or chosen species).

The special project can be reset by activating the edict again and picking the option 'Halt the cleansing and rebirth project'. This will also stop the primitive seeding and megastructural cleansing from triggering. Note: each feature can be disabled separately.

Using a construction ship to orbit a planet, a new planet decision will become available. It will allow you to dig out an artificial arch site for other empires (like new FTL empires) to go thought the stages and get a random relic!

A menu can be used that allows you to populate the galaxy with random space fauna (you can choose the count).

There is also a passive (when activated via menu) that will take all early space age primitives to FTL once any of them manages to achieve this great feat!

Latest update:
- You can now use a construction ship to orbit a planet and use a new planet decision. It will allow you to dig out an artificial arch site for other empires (like new FTL empires) to go thought the stages and get a random relic!
- A new menu has been added that allows you to populate the galaxy with random space fauna (you can choose the count).
- A passive has also been added to the galaxy that will take all early space age primitives to FTL once any of them manages to achieve this great feat!

Currently in progress:
Whatever end game stuff that would be cool I can think off.

Future development:
The whole idea and theme will be maintained of cool end game features. Some other ideas will be added later they are not perfected yet and any other that will be suggested in comments or discussions.

Additional information:
- The initial stage of the mod was requested by Crow through a discussion, thanks!

Compatibility:
Fully compatible.

Other mods:
Game Performance Optimisation Fix
Ultimate Automation
Original Origins, Traits, and Civics

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

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Popular Discussions View All (3)
13
Aug 31, 2020 @ 5:07am
Improvements/adjustments or ideas
RegiZero
3
Sep 27, 2020 @ 4:09am
Bug Reports
RegiZero
121 Comments
RegiZero  [author] Mar 30 @ 12:45pm 
@marcolo136 Not likely, not sure why it's not working for you. I have just tested seeding of primitives and the decision does appear. Did you try taking a colony ship in the orbit of an uncolonized planet within your borders? I think I made it work even outside, but I so happen to test it within this time.
marcolo136 Mar 30 @ 9:15am 
@RegiZero Thanks for the quick answer !

There must be something interfering with the mod, because even if I bring a colony ship in the orbit of an uncolonized planet or a construction ship near a megastructure, I wait for several months and nothing happens. I'm gonna do a little investigation with my other mods, maybe it's a compatibility problem lol.

Thanks again !
RegiZero  [author] Mar 30 @ 4:27am 
@marcolo136 The edict is just a means of getting a menu up, so the features still work thereafter. The workflow should be that you go into the edict, press "Review and start the objectives", disable any features you do not want active, and press "Start". Now, whenever you command a construction ship to go into the orbit of a megastructure and wait a bit, a special project for that megastructure will pop up to dismantle it. Similarly, when you command a colony ship to go into the orbit of a habitable planet, a decision for that planet will become available to seed primitives. Hope this helps!
marcolo136 Mar 29 @ 8:37pm 
So I don't know what's wrong here. I activate the edict, but it doesn't stay. It expires right away. Is it normal? I can't dismantle megastructures or colonize planets :(
dzkz.phoenix000 Mar 15 @ 6:29pm 
@RegiZero thanks i would appreciate it
RegiZero  [author] Mar 4 @ 2:31am 
@dzkz.phoenix000 If I remember correctly there was some issue with that but I will check it out again.
dzkz.phoenix000 Mar 3 @ 6:34pm 
Is there a way you could force the game to seed Humans
RegiZero  [author] Feb 21 @ 12:23pm 
@everyone The mod has just been updated to 3.14 with some extra features:
- You can now use a construction ship to orbit a planet and use a new planet decision. It will allow you to dig out an artificial arch site for other empires (like new FTL empires) to go thought the stages and get a random relic!
- A new menu has been added that allows you to populate the galaxy with random space fauna (you can choose the count).
- A passive has also been added to the galaxy that will take all early space age primitives to FTL once any of them manages to achieve this great feat!

Thanks go to 123 for the ideas and support on making this mod great! If any more bugs, let me know.
RegiZero  [author] Feb 21 @ 12:22pm 
@123 Sorry but replaying the crises is not really possible (even if, it would be extremely tedious to get working). The galactic community reset does not seem possible either. Although, I did do the rest :)
RegiZero  [author] Feb 10 @ 4:38pm 
@123 What I mean is that the start game (Game Details) screen has a crisis type setting in advanced settings, as I'm sure you know. This lets you set it to "All" which basically does what you described in your first point regarding the crisis. Although, I guess if kill them all then you might want to restart this again?