Stellaris

Stellaris

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No Clustered Starts
 
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0.003 MB
May 18, 2016 @ 9:11pm
Dec 9 @ 12:02pm
17 Change Notes ( view )

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Description
This mod spreads empires uniformly throughout the galaxy.

On the Game Details screen, make sure "Empire Placement" is set to "Clusters." This mod functions by changing the cluster mechanic, so it will only work with clustered empire placement enabled. The mod will have no effect if this setting is set to "Random."

The mod is unlikely to be compatible with any mod that affects the galaxy map, including number of stars. Specifically, the mod is incompatible with any mod that edits the base galaxy map file (map/galaxy/base.txt) or any of the galaxy size files (map/setup_scenarios). If you want to use an incompatible mod, I recommend making local edits to that other mod: explanation of how to do this can be found in the pinned discussions.

Updated for 1.8 and is very likely to work for future patches without a mod update, but mod updates will continue to come if only for the compatibility flag.

There is a version of the mod available for Stellaris 1.4, it can be found here: http://steamcommunity.com/sharedfiles/filedetails/?id=950690151

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This mod also makes the following 2 slight changes:

Allows you to select 0 empires on the Game Details screen à la Singleplayer Mod by oriramikad. You can ignore this if you wish, it only affects the clamping of the slider.

Allows you to select more than the standard number of fallen empires. You can ignore this if you wish, it only affects the clamping of the slider.

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The screenshots featured above are almost but not perfectly accurate. In the current version of the mod, empires do not spawn along the outer edge of the galaxy (specifically the outer 20% of the galaxy radius).

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This mod is included in Epic Galaxies.

This mod is included in Galaxies Unlimited.

This mod is included in supercid87s Stellaris Combo Modpack.

This mod is incuded in Fallen Empires Expanded by Surfacerunner.

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Prior to 1.8.2 there was a known issue with Fallen Empires not spawning in Ring galaxies when the number of empires is set too high. Fallen Empires will have enough room to spawn if the number of empires is reduced by about 30% from the default.
Popular Discussions View All (2)
8
Jun 7, 2016 @ 7:16pm
PINNED: Files changed by this mod
Taw
6
May 7 @ 2:53pm
PINNED: How to make local changes to the mod
Taw
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556 Comments
[SNT]Cosian 16 hours ago 
Taw, thanks so much for keeping this mod up to date. Love it!
Taw  [author] Dec 9 @ 12:04pm 
Mod is updated. Please let me know if there are any problems.
Taw  [author] Dec 9 @ 11:59am 
Thank you for reminding me, mod will be updated in a few minutes. As per normal, however, the mod works fine without an update.
alex_dt83 Dec 9 @ 11:37am 
please update to 1.9
Professor H. Farnsworth Dec 6 @ 4:29pm 
Hands down, this game is mostly unplayable without this one.
It's down right frustrating always being boxed in by 2 empires having to go to war to expand before your fleet is even 2k in strength unless you feel like restarting an ungodly amount of time for the RNG to be kind to you and that's in a 1000 systems / 8 AI / 1 - 2 Fallen and yet every bloody time there's 6-7 clustered (usually one being a Fallen Empire) in one half of the Galaxy and 2 other Empires that can enjoy quarter of a galaxy to themselves..
Tal'Raziid Nov 6 @ 9:05pm 
@Taw: Yes. Most certainly. Correct. Will do soon.
Taw  [author] Nov 6 @ 9:04pm 
I haven't been able to address the multiplayer issue. I have started a dozen MP games and empires have spawned with some separation but without the even spread that the mod produces in singleplayer. I haven't given up on fixing it for MP, but have had limited time recently.

The mod still works perfectly fine for singleplayer

@Tal'Raziid: Are you enabling the mod in the launcher? Are you using any other mods? Are you setting empire placement to clusters? A screenshot of the galaxy map at the beginning of the game would help find the problem.
Tal'Raziid Nov 6 @ 5:55pm 
I also have discovered that empires are clustered despite this mod
Taw  [author] Oct 31 @ 12:56pm 
@Dr.Whovahkiin: You're right, none of those should cause any problems.

I tested the mod in multiplayer and something has definitely changed. Testing using default settings with distrubuted players, clustered players, and clusters (which all worked properly with this mod previously): Clusters and Distributed Players both seem to work properly, but Clustered Players looks more like Random.

I will look into this more when I get the chance.