Stellaris

Stellaris

824 ratings
Perfect Start
3
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
81.717 KB
Apr 20, 2017 @ 2:50pm
Jan 14, 2023 @ 6:27pm
37 Change Notes ( view )

Subscribe to download
Perfect Start

Description
Updated for 3.6
Usable for 3.7, but new traits are not updated.
  • Gives 3 geniuses at game start and your surveyor will always have a survey related trait.
  • Adds a country edict that costs 200 unity to recruit a genius scientist.
  • Adds country edicts that costs 100 unity to recruit admirals, generals, governors and surveyors with desired trait.
  • The above features DO NOT affect AIs.
If you want to select ruler agenda and traits, please use this mod.

Not achievement compatible.

If you liked the mod, please consider rating it. Do let me know if you run into any problems or bugs. If you have any suggestions, feel free to comment below 🙂
152 Comments
RedyRedman Oct 2, 2023 @ 6:37am 
When will a mod that allows you to create your own galaxy be made (and also where you spawn)
G0ldheart Sep 15, 2023 @ 2:47pm 
Amy wprd on an update compatible with 3.9?
HUTIN PUILO Aug 14, 2023 @ 2:57am 
Dont work with 3.8
Saisio Jun 22, 2023 @ 6:53am 
My thoughts are as follows, to my understanding the mot where meant to give you a perfect start in terms of a perfect lineup for your leaders, from that point alone i think the eager trait should follow when you use the hiring edicts. What i find frustrating with the new leader cap mechanics it counts towards each leader type. Dunno if that i something that can be done with a perfect start mod to change how that cap works, when the cap increases you get +1 leader cap for each category instead of 1 global cap increase.
Expert Map-Starer L. E.  [author] Jun 20, 2023 @ 7:58am 
Sorry for keeping everyone waiting, this update is a lot bigger (modding wise) than I first anticipated and that's why it's taking a long time. But I should have a working iteration uploaded soon.

Before GP expansion, everything this mod does at the game start is done in the background. But given the sheer amount of new traits, I decided to let the player pick 2 traits for their starting leaders (researcher, explorer and governor) using pop-up events.

With regards to the leader hiring edicts, the player can choose any 2 traits (as long as the prerequisite are met). I'm debating whether to allow the player to add the eager trait (no leader capacity cost below lv4) for free. Please let me know your thoughts on this or if you have any other ideas.
DriVi Jun 20, 2023 @ 4:55am 
Please gib us update. Its a pain to play with rng start as it is :)
(your mod is essential!)
Noire Jun 18, 2023 @ 9:46pm 
still eagerly waiting for update
Riggnarock May 31, 2023 @ 4:59pm 
leaders recruited from the Pool can have 2 starting traits for free 3 if they also have a disadvantage is that something you could re create with the custom leader edict?
Expert Map-Starer L. E.  [author] May 25, 2023 @ 8:49am 
My current plan is to incorporate the next balance patch. Since the trait eager will remove the leader cap cost (under level 4), the edicts to hire specific leaders will become 2-stepped, first step is to choose whether the leader is eager or not (free or normal), then select the starting trait.

I will probably also add an on_action event when an eager leader hits level 4, the player will get a pop-up event with an option to add a custom trait that reduces experience gain by 1000% (like the old arrested development trait) so that this leader will stay at level 4 and be "free" for good.

Please let me know if you have any further suggestions.
TidalGrunt May 23, 2023 @ 1:30pm 
Looking forward to the mod finally needing an update, can't lie. The anticipation is reducing alien empires I find to livestock.