Stellaris

Stellaris

Stellaris *X* Federated (2.2.3)
31 Comments
AlphaAsh  [author] Jun 9, 2019 @ 12:06pm 
Vaeringjar Apr 12, 2019 @ 6:49am 
the number of starting planets seems to vary wildly

one start gave me 2 planets, another I had 5
McGee Mar 31, 2019 @ 5:18pm 
This mod doesn't seem to give you any colonies when you have your starting system set as sol. It does however, still give you a few starbases in neighboring systems.
AlphaAsh  [author] Feb 10, 2019 @ 2:02pm 
I'll restrict taking the civics together in the next update.
Gomk Feb 10, 2019 @ 12:30pm 
Works Incorrectly with syncretic evolution trait:
On colonies there are some random second species instead the prescribed one
AlphaAsh  [author] Jan 13, 2019 @ 9:54am 
Unintended interaction. One I won't be changing :)
redexodus87 Jan 13, 2019 @ 8:09am 
I don't know if this is an intended compatability with your other mod, "crowded worlds" but I've noticed that if you take both, you start out with several crowded worlds instead of just 1. It's a really interesting start, though I couldn't survive the economic collapse that followed
AlphaAsh  [author] Jan 12, 2019 @ 9:46am 
"One thing I did notice though is that outside of Sol, only AC starts colonized even if there is a colonizable planet in one of the other systems with an outpost." Human system starts are unmodified. So iirc their second neighbour system is a generic, which is modded. I'm surprised AC is colonized - I thought that was a special system initializer too. edit - No I'm not. That's the event code catching it.

I like your suggestions to expand the mod chap, and I'll add them to the to do list.
tilarium Jan 12, 2019 @ 8:47am 
I've started a handful of games as humans with this mod active and haven't run into any issues. Going lots of testing with other things that require constantly loading up new games to check. I like that it's not a guarentee of what you get. The only thing that remains consistant is that I have a colony on Alpha Centauri with outposts in 2-4 other systems. One thing I did notice though is that outside of Sol, only AC starts colonized even if there is a colonizable planet in one of the other systems with an outpost.

I do have one suggestion. Expand to allow Oligarchic governments to take it as well. And if you're not opposed, making additional versions of this (can all be on the same mod) for imperial and dictorial and another for hive but with them both getting different sets of effects. Not something that's needed but something that would be awesome to have.
AlphaAsh  [author] Jan 12, 2019 @ 4:08am 
@Hairball
AlphaAsh  [author] Jan 7, 2019 @ 11:34am 
Also try experimenting with minimum guarenteed habitables at start. It might be an edge case when you have it set to 0 or 1.
AlphaAsh  [author] Jan 7, 2019 @ 11:31am 
Might be an unexplored wormhole or even a gateway, throwing off the neighbour check. Re-roll a few times and see if it occurs regularly.
Kindjalz Jan 7, 2019 @ 11:29am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1618029710
Ran on the test build, still got this at game start. I'm fairly certain it has something to do with the massive number of mods I have enabled
tilarium Jan 7, 2019 @ 9:24am 
@Hairball I'd actually prefer that then the new colonies being right next to the capital system. Gives a bigger scope of how far Humanity has travelled before being fully unified.
AlphaAsh  [author] Jan 7, 2019 @ 2:17am 
*click* It's a currently undocumented code change between the stable and test branch. I'll get the compatibility updated. The mod was written on against the test branch.
Kindjalz Jan 6, 2019 @ 10:09pm 
I suspect that this has something to do with the Planetary Diversity mod or a mod that allows for large numbers of AI per-map, however whenever i try to employ the civic my colonies are always several systems (3-8) distant from my homeworld, with a vast set of unclaimed system between my capital system and the colonies
tilarium Jan 6, 2019 @ 6:17pm 
Adding this into my next modded play through! Finally, the United Interstellar Protectorate will actually have something United and Interstellar to Protect at the start of the game LOL.
JohntheDragon Jan 5, 2019 @ 3:02pm 
Oh okay good to know! Thanks again =]
AlphaAsh  [author] Jan 5, 2019 @ 9:25am 
*click* You played humans didn't you? I didn't bother modding the Sol system.
AlphaAsh  [author] Jan 5, 2019 @ 3:55am 
iirc There's some additional start systems you can choose now. I modded all of those in common/solar_system_initializers/empire_initializers.txt. Another possibility is that those new start systems aren't actually in that file, so I didn't get them, and you chose one of those.
AlphaAsh  [author] Jan 5, 2019 @ 3:51am 
The candidates for extra colonies are modded into common/solar_system_initializers/empire_initializers.txt. The fact that your extra starbases are working (from an event) suggests that you do in fact have another over-ride of that file active. Either a personal hack job in the game's base directories, or another mod active.
AlphaAsh  [author] Jan 5, 2019 @ 3:28am 
Re-roll the start a few times. Let me know if the issue is repeated.
JohntheDragon Jan 5, 2019 @ 12:39am 
So even with only this mod activated, I only start with a few systems claimed and only my capital world colonized (no additional worlds). Do you know what the problem might be? Thanks for all fo your work AlphaAsh!
AncientGatekeeper Jan 4, 2019 @ 1:12pm 
You are glorious sir!
Lt_Col_Insane Jan 4, 2019 @ 8:22am 
Damn it Alpha Ash! constantly making all the cool mods! XD
AlphaAsh  [author] Jan 4, 2019 @ 4:09am 
You sir, are mad. Carry on you glorious b***ard.
Ferdjur Jan 4, 2019 @ 3:16am 
I've tried this mod in conjunction with the crowded world mod. The code for the additional colonies of this mod makes so that also the colonies start with 60 pops. You start with 360 pops, -263 food and -191 consumer goods per month and with worlds with over 90% crime. I'll try a run, and see if it's doable to bring back order and justice to the tall federation of wannabe ecumenopolises.
AlphaAsh  [author] Jan 4, 2019 @ 1:39am 
@CrusaderJak Yes, it's setup so a randomly generated AI might take it. I weighted it rare though.
Wet Dog Squad Jan 3, 2019 @ 10:47pm 
I'd love a version of this limited to the home system.
Oldhip Jan 3, 2019 @ 5:28pm 
Wow, need this for a corporate.
Crusaderjack Jan 3, 2019 @ 4:30pm 
Do the AI take it? Also is there anyway (Or future update) that could add a similar civic for non-democratic government types?