Stellaris

Stellaris

Not enough ratings
Cheese's Mod 2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
11.993 MB
Feb 14, 2024 @ 10:23pm
Oct 13, 2024 @ 11:07pm
41 Change Notes ( view )

Subscribe to download
Cheese's Mod 2

Description

text: WARNING! This is an overhaul mod. Many other mods that overwrite or change similar things will break or not work.

Oct 9th - Mod is now MOSTLY finished for 3.13.2
Machine Age patch was a hell of a lot of work, that i completed ages ago and then totally lost steam afterwards.
If anyone is here, anyone at all, uhhh... Thanks for sticking by!

For ease of access, the following things are NOT CHANGED by Cheese's Mod 2:
  • Ship Layouts, Ship Types, Components, etc.
  • Vassal Agreements, Galactic Community (etc), Espionage
  • Diplomatic Actions and Diplomatic "Economy" (agreement influence upkeep stuff)
  • Megastructures, besides ring/habitat district sets.
  • All GUI except planet view, but you can overwrite this one if you have a good enough ui mod. (Needs to show up to 18 districts and up to 6 buildings, minimum.)
  • Galactic formations such as wormholes, Galaxy/System Generation
  • Species traits, except basic characteristic traits

Compatibility is still something i'm working on, if you have a mod in mind that might have issues with Cheese's Mod 2, please feel free to let me know in the steam comments.

Also, many rare and somewhat annoying monthly/colony events are disabled for the sake of performance. For some reason the game is trying to fire them constantly? Anyway.

Now that that's out of the way;

Cheese's Mod 2
A second iteration of my other mod, now with far too much stuff. Includes a slightly reworked version of my Paragons mod aswell.
Overhauls everything from Districts to Artifact Actions, Civics to Job swaps.

Districts
  • All resources are based off of districts now, instead of being split between districts and buildings.
  • All planet types, even Ecus and Rings, share the same unified district set, with some districts merely being "locked".
  • Research Districts, giving researchers, are now typically capped to deposit maximums - as energy/minerals/food are.
  • District types, with the relevant technologies, can be upgraded to increase the number of jobs and the cost of the district.
  • Tier 2 districts begin to cost Alloys instead of minerals, but have higher availability and the aforementioned extra job.
  • Tier 3 districts begin to cost various strategic resources (with the exception of housing districts), and are no longer capped to deposits, if they were previously.
  • Ring Worlds and Ecumenopolii have increased jobs and housing of relevant district types in addition to tier effects.

Buildings
  • Building slots have been capped to 6 per world, and are not increased by any type of district.
  • Most of the time, all of your building slots will come from your Capital building.
  • Buildings are relegated to planet-unique "Booster Buildings", that buff the output and input of their relevant jobs.

You can already tell that everything that changes buildings - that are now districts - now also has to be changed.

Governments/Civics
Okay, i modify basically every civic that exists, and i'm not about to write all of them here.
In short:
  • "Job Swap Civics" (such as Memorialists or the Spiritualist ethic in general) now modify the jobs of the new unity district specifically. Most civic combinations may end up with 2 unique unity jobs, split in two. Some civic combinations will override other choices, and only a couple end up with special results.
  • The same goes for a few "Military Job" civics (such as Reanimators and now Police State), which swap the Soldier job for either Necromancers or Enforcers, etc. These jobs have also been rebalanced in general, intending to have worlds full of them.

Governments/Authorities
  • 3 new "Hive" authorities: Merged Mind, Hierarchical Hive and the Super-Organism. Each fitting a specific fantasy of hive-mind cultures that was missing in stellaris.
  • Every authority has had its modifiers and ruler modifiers changed to fit their purpose (ie, factions or leaders or the ruler, etc.)
  • Every authority now has a new specific "Unique Mechanic" (with the exception of Imperial)
  • Democratic now has the early factions mechanic of Parliamentary System, instead of the civic.
  • Oligarchic now has the extra trait mechanic of Aristocratic Elite, instead of the civic.
  • Dictatorial gains the ability to add one empire-unique modifier to a planet, boosting the output of a specific resource depending on the empire's ethic.
  • Imperial does not gain any new mechanics, but is more focused towards the Heir leader and Capital/Sector Capital worlds.
  • Corporate loses its planet size penalty but does not gain any new mechanics, instead having +2 trade to all unity jobs as a modifier.
  • Merged Mind, a new authority, removes the Deviancy effects of native Merged Mind populations, and gains a Council Agenda to re-set the traits of the Ruler.
  • Hive Minds, the original hive, have gotten quite a rework. They now use consumer goods for their research and unity jobs, and have the council mechanics of regular empires, being themed to "Network Collectives".
  • Hierarchical Hives, aka Eusocial Collectives, adds another stratum to drone populations: Supreme Drones, or Supremes. Supremes are beings intelligent enough to function outside of a hive, and provide the necessary control of their hives. They are required to work a unique pop assembly job - the Hive Queen - and a "drone ruler" job, the Primarch, which can be swapped into two types with new civics. Hierarchical Hives also use the council mechanics of regular empires, being flavoured to "Primarchs" and Supremes.
  • Super-Organisms are likely the type of hivemind that paradox was going for. Super-Organisms take on many of the characteristics of vanilla hive minds, not being allowed to host regular pops without purging or enslaving, aswell as the building and district art. In addition, Super-Organisms gain the Spawning Warren, providing pop growth passively, without requiring a job to maintain it.
  • Machine Intelligences now gain upkeep-less unemployed pops. Machine Pops in Machine Empires (specifically) will not have Energy or Amenities upkeeps, nor generate Deviancy. Imagine you just turn off a computer, and turn it back on.

There is a lot more i have added to this mod, including many generic civic types and tonnes of technologies to go through. Again, it is an overhaul mod, the entire early-mid game will feel entirely different.

Known Issues
(That i cannot fix myself.)
- Minor Artifacts, Nanites, Betharian Stone cannot be sold on the market if the Galactic Market has formed and you are a part of it. There's some weird jank with how the market is initialised, i tried looking for a fix but i don't think one exists.

Mod updated for version 3.13.2
Global flag: CHEESEWORLD
16 Comments
Cheesemongle  [author] Oct 13, 2024 @ 8:39pm 
I wouldn't say so, no
Rainer Oct 13, 2024 @ 8:26pm 
Just a thought, but shouldn't unemployed machine pops need small amounts of alloys or minerals as upkeep? When they are employed again, they'll need to have obsolete or otherwise degraded parts replaced or repaired.
Immio Jun 5, 2024 @ 2:38pm 
Oh cool Arphar is here
Cheesemongle  [author] May 9, 2024 @ 11:21pm 
Should be fixed now, though VoK is reworked in ChM2 (the vault doesnt gain unity output, the vault gives amenities/research speed/naval cap% permanently)
Arphar May 9, 2024 @ 8:14am 
Hey cheese, it appears that the Vault of Knowledge building doesn't work as intended with this mod, not providing bonuses once getting past level 8 nor gaining output.
Cheesemongle  [author] Mar 8, 2024 @ 2:38pm 
:)
Skyspace Mar 8, 2024 @ 2:15pm 
Great mod! Go on!! *_* Thanks
samsockeater Mar 6, 2024 @ 5:48am 
gotcha
Cheesemongle  [author] Mar 5, 2024 @ 3:46pm 
it's just a nightmare
samsockeater Mar 5, 2024 @ 5:40am 
?