Stellaris

Stellaris

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Guilli's Planet Modifiers 2.1
 
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310.128 MB
Feb 16, 2017 @ 2:02am
Nov 15 @ 12:45am
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Guilli's Planet Modifiers 2.1

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Description


Guilli's Planet Modifiers
For version 2.0.2 until 2.1.X of the game.
Compatible with all DLC. DLCs not required.
Compatible with virtually all mods.


What does this mod do?
  • 300+ new Planet modifiers with unique icons and features.
  • 20+ new planet tile blockers with unique tile blocker graphics
  • New vanilla tile blocker graphics
  • 3 new armies based on modifiers. Can only be built on planets with those modifiers.
  • Several new anomaly events.
  • 30+ new "discovery!" events. Small event telling you discovered something interesting!
  • 50+ new colony events. There's a chance of a special event when owning a planet with a new planet modifier.
  • Unique capital event chains based on your ethics choice rewarding a capital planet modifier.
  • Planet modifiers appear more frequently and in larger numbers.
  • A handy starting menu allowing you to pick just how many planet modifiers planets should have.
  • Planet modifiers can be strong and provide a strategic choice when it comes to planets.
  • Secret and rare precursor planet modifiers.
  • Several New planet modifier border colours! (grey, blue, purple, pink,..)
  • Planet modifiers also appear on Barren, Frozen, Toxic and Molten worlds and Gas Giants. As well as asteroids, suns, and other celestial bodies.
  • Terraforming cleans up planet modifiers and has a chance to roll new good ones (see below for details)
  • Ringworlds and Habitats have a chance to roll a unique modifier to indicate how well construction has gone. There are also unique ringworld and habitat modifiers to make them feel alive and unique.
  • Unique modifiers for Ringworlds, Habitats, Fallen Empire Worlds.
  • Tomb worlds hold ancient secrets. Precursor modifiers can be found more frequently here.
  • New planet interactions with the crisis events. Bombarding infested worlds or worlds bombarded by the unbidden can turn into molten/frozen/barren/nuked worlds. Each can then roll new planet modifiers fitting them.
  • Habitats build over some worlds can gain some bonus based on the planet's modifiers.
  • Unique planet graphics and objects around planets such as shields, planet rings, shipyards, etc.
  • Unique leviathan with a special reward. Leviathan DLC required for this to show up.
  • 3 unique game start civics; death world, precursor world and fallen empire lost colony. Apocalypse DLC required for these to show up.


Wondrous Planets Update (new with 1.8)
How it works:
At the start of the game, up to one planet of each planet type will be chosen as a wondrous planet. This planet will have a unique tile blocker on it that provides very large adjacency bonuses as well as a happiness bonus! Once you have surveyed and discovered a planet like this (or the AI has), the planet name will change to a different colour and it will have a unique icon.


Discovery! Events
How it works:
When your science ships survey a planet and discover a special modifier on that planet an event will pop up telling you about it. This only happens the first time you discover this modifier.


Colony Events
How it works:
Over 40 mini colony events have been added that can trigger after you have colonised a world with this mod’s modifiers. Several capital event chains to do with your ethic choices have also been added.


Valuable World Modifier
How it works:
Some dead worlds (barren, frozen, etc) that have specific modifiers will also have a 'valuable world' modifier. This modifier allows terraforming of this world with the right technologies.


Terraforming Interaction
How it works:
When you terraform a planet the following will happen:
  • Most bad negative modifiers will be removed (where it makes sense)
  • Precursor modifiers will NOT be removed
  • Planet wonders will be removed.
  • The newly terraformed planet has a chance to roll new flavour or positive modifiers. Flavour modifiers have a grey border and are just there for story/lore or roleplay.
  • Turning a planet into a Machine World will remove most modifiers and roll unique machine world modifiers. Events to replace these will come at a later date.


Crisis Interaction
How it works:
Crisis that purge or change planets will have improved interactions with planet modifiers. They will remove and/or roll new modifiers as well.

Want to help?
I want to expand this mod with more planet modifiers. Feel free to leave suggestions in the comments or the suggestion post! Thank you very much!


Build-in compatibility
Compatible with !Core Game Mechanics: Buildings Fully supported: AI recognises planet modifiers and tileblockers and will build their planets accordingly.
Compatible with Planetary Diversity
Compatible with More Star Classes
Compatible with Real Space
Limited Compatible with Star Trek: New Horizons The new planet types will also have these modifiers. Removed modifiers & systemsthat do not fit the mod or star trek universe.



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Support me!
If you really like my mod and wish to support me, feel free to drop something. Donations are greatly appreciated and will help support me. Help me fund a new PC to continue my modding endevours! My current one is crashing a lot Thank you very much!
[www.paypal.com]
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Special thanks to the following people for suggestions and feedback!
A huge and special thanks to Heather H. for proofreading all the English localisation and providing corrections and improvements as well as unique story content. Thank you very much!
-Alguerath for Spanish translations
-p6kocka for the German translations
-PBG
-Cybrxkhan
-HFY
-Sportsmaster
-Jerev
-Krebsig
-MrMarbles
-Hapchazzard
-jrr101
-Birdy
-Waesche for the cool colour name trick
Special thanks to the original creators of all the art.

Please rate and let me know what you think, Enjoy
Popular Discussions View All (7)
373
Nov 18 @ 10:57pm
PINNED: Bug Reports
Guilliman
193
Oct 7 @ 10:04pm
Suggestions
Guilliman
52
Aug 14 @ 1:44am
PINNED: What do you not like about the mod?
Guilliman
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1,942 Comments
IamSoGangsta Nov 15 @ 2:58pm 
Hi Guilliman, you were right on, found that the mod had been disabled, so just had to reactivate it. simplest fixes are the best. THanks so much for making this awesome mod as it really is one of my favorite flavor mods to keep playing stellaris over and over.
Stormsong the Fallen Nov 15 @ 2:34pm 
This update is fantastic! Great work Guilli :D.
Sarus Nov 15 @ 5:04am 
Make them all red, so it tells all the other AI: You are going to die if you poke this
Guilliman  [author] Nov 15 @ 3:51am 
check the localisation wiki, it's at the bottom almost :)
https://stellaris.paradoxwikis.com/Localisation_modding

can be buggy when trying from ingame though
Sarus Nov 15 @ 3:45am 
Hm, so when i gained Yuthaan Majoris Precursor, and pressed backspace a second time after the Y of yuthaan, then pressed g and spacebar once or twice and entered other keys, the naming text was now Grey :D i wonder what other possible colors i could find (it still kept that lil precursor building icon in the name :)
Guilliman  [author] Nov 14 @ 11:57pm 
Hello IamSoGangsta, I checked by loading an old save of mine from before the update, the modifiers are still there.

Can you check if the stellaris launcher didnt disable the mod when you start the game? I changed the title of the mod by adding 2.1 behind it. It's possible the launcher did not enable the mod as it thinks it's a new one.

IamSoGangsta Nov 14 @ 4:13pm 
i had a great game going but with the update today all the precursor planet bonuses disapeared. is there a way to make the mod work with existing saves? thanks!
Guilliman  [author] Nov 14 @ 11:53am 
Yes, if you disable the planet rings and their rich resource spot it will -not- remove extra resources from the galaxy. The galaxy resources will be normal then. :)
Joker Nov 14 @ 10:55am 
Great update! In the options I see you have the ability to turn off rich resource ring spawns. I read previously that you had lowered other resource spawning in the galaxy to compensate for rich resource rings, so I was wondering if you turn off rich resource ring spawn does the resource spawn for the rest ofthe galaxy go back to normal? Or do you end up playing in a galaxy with overall less resources?
Guilliman  [author] Nov 14 @ 4:22am 
Mod has been updated! Please let me know if you experience any issues. Quite a few systems were changed. See the changelog :)