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Primitive Players 2.0

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Primitive Players 2.0

In 1 collection by Pode
Primitive Players Mods
22 items
Updated for 2.0 - AI no longer prefers Vogon poetry to FTL research!

It is the dawn of a new age for your species. You begin in 2100 with primitive buildings. Almost all starting techs must be researched. You get the vanilla weapons techs, basic armor, fission power, chemical thrusters, basic labs, and a theory about how FTL travel might someday work (as in the Pre-FTL Players mods).

Your people are a fractious and troublesome lot, much more prone to faction and rebellion. This hampers your technology and unity output, though these penalties can be overcome thru better technology. Those pops who settle offworld will be prone to rebel against your authority until you have the FTL technology to hold your empire together, either by charm or by force.

Your people are also not the only people on your homeworld. Independent nations hostile to your ethics are represented by tile blockers, with adjacency effects representing your normal relations and clearing them representing major diplomatic initiatives to assimilate or eliminate them. Please provide feedback on how the adjacency bonuses and penalties work and what they should be. Also be aware that losing a ground battle on your only world is an instant game over. So don't start wars you aren't ready for.

DLC restricted starts (Mechanists, Syncretics, Hives, Machines, Life-Seeded, Post-Apoc, and Barbarian) are currently bugged and only partially working while 2.02 is in beta. I don't own the DLCs and so can't test them, so once I have a stable target again I'll try to code something and patch it via feedback.

An event on game start ( or by using the console command event primplay.1 ) allows you to give AI empires additional techs if you so choose, for a bit more challenge. The AIs also get the usual ships and mining stations even if they don't have the tech yet. They need the help, and it's easier to code this way.

Experimental FTL drives are a rare tech unlocked via fusion power, ion thrusters, and physics lab 1. Experimental drive tech is not required for true FTL unlocked by physics lab 2. Experimental drives give 1 physics point per month per ship that is moving (to you and all AIs that don't have real FTL yet). They might also blow up and damage or destroy the ship. Extra hull tech or destroyers should prevent the destruction. Ships with these drives may get stuck at entry or exit points of hyperlanes. Stuck ships will usually get unstuck if given a stop order and a new destination. They might also jump back to zero on the vertical axis or simply cease to exist. AIs will not use this drive tech and autodesigner will not put it on your ships, so you may want the Designable Civilian Ships mod.

Required mod:
None. PreFTL players is not required and in fact will cause bugs if used along with this mod.

Recommended mods:
HIGHLY recommend using all three of Anex's Enhanced AI, Glavius' Ultimate AI, and Risa's Unofficial Patch. You'll probably want something that expands colonizability in order to settle your home system, especially now that STL is gone. I recommend my update to Echo's Colonizeable Home Systems mod. HitMonkey has revived The Belt. Caligula Caesar's two mods, Dynamic Political Events and Potent Rebellions Expanded will improve the mechanics of your factions and rebellious initial colonists, including them joining together against you. My Disputed Systems mod will let those rebels share a system with you. Toaster's Starvation, Rationing, and Death may paradoxically be a life saver, as it guarantees that you will always be able to feed your population. Eventually. Once enough of them starve to death.

This is still an initial draft, there are some very interesting ethics related event chains in work to liven up the intial years.

Key tech tree info for 2.0:
- Planetary government -> Physics Lab 1 and Colonial Centralization -> Physics Lab 2 -> Practical hyperdrive.
- Space Construction -> Outposts -> Corvette Tech -> Starbase with shipyard to build corvettes, guaranteed available on the tech draw immediately after corvettes.
- Planetary government tech will allow you to attack enemy nations (UN sanctions anyone?) and convert neutral ones to client states.
- Planetary unification tech will allow you to assimilate client states and absorb their pop and tile.
- Lab techs reduce research penalties.
- Government and unity techs reduce penalties to ethics attraction and unity
- Fusion power, ion thrusters, and physics lab 1 -> interstellar drive.
- More tech tree revisions coming as I get new features working ( independent nations at start, shared systems, etc.)

Revised tech tree[] for 1.8 version courtesy of Shark who walks like a man.
Armed primitive space station courtesy of MikeWe's Enhanced Primitives.

The hostile nation tile blocker system is built around vanilla ethics. Mods that add ethics will probably not get starting pops of those ethics. The exception may be Petruxa's Cultural Overhaul, since AckoliOfD00m has been kind/brave enough to create a mergemod.
Mods that change factions may not get factions as early or as often as intended.
Mods with predefined special systems (Various Sol mods, some mod races like silfae's) should start as intended but no promises.
Drive components had to be overwritten to remove starting FTL.
The 3 basic tech files had to be overwritten to remove starting techs.

Overwritten vanilla files:
- 00_eng_tech, 00_phys_tech, and 00_soc_tech - conflict with mods that alter non-repeatable non-weapon techs.
- 00_utilities_drives - conflict with mods that alter vanilla drives
- event game_start. 5, 6, 9, 12, 13, 33 - changes to nomad timing, techs for advanced empires, starting ships, and starting pops / buildings
- All factions files: They will lobby for their preferred policies regardless of whether you've met aliens or not.

Discord channel[]
Popular Discussions View All (14)
Apr 3 @ 12:43pm
PINNED: Bug Reports
33 minutes ago
Mar 28 @ 6:59pm
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TGK72 2 hours ago 
Have you considered creating a standalone mod that gets rid of the guaranteed 2-3 perfectly habitable planets that spawn within 1-2 jumps of your home world? This is probably one of the most immersion-breaking aspects of the Vanilla game that the devs seem to to content with forcing all players to deal with.

Makes roleplaying while trying to shoe-horn in an explanation as to why the only 3 planets that share the same biome as your home world in the Galaxy are right next door..
TheThinker93 Apr 16 @ 10:54am 
Love the mod, it makes the early game interesting, especially when I start 'primitive' while everyone else already has FTL. (I also use a custom start system.)

@Comrade Corwin: There is no vanila structure that could be used for that, but I like to Roleplay it as a crashed alien ship (Roswell style), that spurred the majority of the planet to unite and rush to space, and the remaining 'forigen nations' are the ones stubborn/stupid enough to simply stick their heads in the sand and hopeing the 'threat' goes away.
Pode  [author] Apr 16 @ 5:32am 
I'm sure there must be but I'm not much of a UI modder. Maybe if I gave the events proper localization keys it'd autoformat the buttons better. Maybe I just need to write shorter button text. No clue what to do about the tech effect text, it's all autogenerated.
Comrade Corwin Apr 15 @ 10:29pm 
I absolutely love your mod. I love the concept and I love the new features you've added. Fighting to unify the planet has been really interesting!

The only thing that bothers me is that, well, the text is kinda' sloppy. Techs have features that are unreadable because they extend below the box and the options that pop up after trying to remove a "hostile nation" bleed outside the limits of the buttons. I was wondering if there was a way to fix this.

Minor crap:
Is there a primitive building we could replace the "reassembled ship with"?
Does the option to just "remove a tile" when defeating a hostile nation need to be there?
Don't I need a third thing here?
HoHhoch Apr 12 @ 4:53pm 
Could always add those in yourself. Lolol
Pode  [author] Apr 12 @ 4:43pm 
Yeah, but it would just be vanilla drive at that point, except for the chance of blowing up.
HoHhoch Apr 12 @ 3:06pm 
Would not having the FTL debuffed fix the bugs and issues the AI has when it comes to using it as well?
Pode  [author] Apr 12 @ 2:57pm 
Never did figure out how emergency FTL works or how to manipulate it. Been a while since I tried tho TBH.
The glorious thing about quantum mechanics is that whatever you can imagine, the experimentally confirmed truth is probably stranger.
HoHhoch Apr 12 @ 2:46pm 
And to be fair, not knowing they were bugs, I read all those potential side effects and went: "yup, seems legit." So the coverup certainly works aha.
HoHhoch Apr 12 @ 2:44pm 
How hard would it be to have the FTL have no debuff at all, but an event happens everytime a ship travels that causes them to go MIA like emergency jumps do but they arrive at their intended destination a few days later?