Stellaris

Stellaris

Pre-FTL Conquest & Infiltration: Enhanced
17 Comments
Fisicosaurio Dec 2, 2023 @ 10:33am 
Hello there! Are you updating it soon?
corsairmarks  [author] Mar 26, 2023 @ 11:49pm 
Turns out this mod is still useful - PDX did not alter building generation for conquered or infiltrated primitives. The main change is when enlightening primitives - the code for which has been removed from this mod.

The updated version was released on March 19.
corsairmarks  [author] Mar 3, 2023 @ 8:57pm 
Hello fellow primitive civilization enthusiasts! With the imminent release of Stellaris: First Contact Story Pack on March 14th, I want to remind all subscribers:

This mod is practically guaranteed to be broken by the (expected) significant changes to the process of interacting with primitives. Once the expansion launches, I will be evaluating the changes and then determine whether this mod is still necessary in some form.
Pollution Jan 5, 2023 @ 5:11am 
@corsairmarks That did it. Found a 10 sized primitive (don't remember the age) and it replaced with an Organic Sanctuary. VERY nice, thank you!
corsairmarks  [author] Jan 4, 2023 @ 1:48pm 
@Pollution looks like the game no longer removed the primitive buildings before my code fired. That meant when my code went to try and add Organic Sanctuaries, it saw -5 buildings as available (I tested with Atomic Age primitives). I've added code to explicitly clear buildings and construct a capital building before the rest of the construction code fires.

It's behaving correctly again on my end. Give it a try by conquering some more primitives and you will get the expected sanctuaries.
corsairmarks  [author] Jan 4, 2023 @ 12:04pm 
@Pollution you are right, I get the same results on my computer. I'll see why it's not firing the expected code for Rogue Servitors.
Pollution Jan 4, 2023 @ 10:45am 
Not working at the moment. Played with RS, conquered a primitive planet with 9 pops, no Organic Sanctuaries were placed. Tried a 20-something pop primitive planet, same thing. All buildings are destroyed, looks like vanilla.

Tried again putting this mod to load at the top under Playsets, and again, a size 9 primitive planet ended up the same as vanilla.
corsairmarks  [author] Dec 18, 2022 @ 11:55pm 
Up-to-date for 3.6 "Orion" - I was able to remove a lot of no-longer-needed code.

@Silver Knight there were only two significant updates - 3.5 and 3.6 - happened since I last updated.
3 updates later...
kinngrimm Jun 2, 2022 @ 6:50am 
I just started a game with maxed out primitivs and few but tough regular AIs, i am looking forward to seeing this mod play out in my game, thanks.
MsL229 Nov 26, 2021 @ 12:36am 
Thank you! Update sounds amazing so far!
corsairmarks  [author] Nov 25, 2021 @ 6:49pm 
So this should work without issue with 3.2, even without an official update from me. The only thing that won't quite work a expected is that Angler empires won't receive uncapped farming districts on primitive planets.

Planned new features:
* Fire for primitive enlightenment (and when the primitives can into space)
* Better ringworld conquest districts
* Trigger when you use a colossus weapon that transfers planet control (nanobots, deluge, or my custom one)
corsairmarks  [author] Nov 25, 2021 @ 5:58pm 
@MsL229 Yes I am planning an update. I have a couple new features almost done and then it will be ready.
MsL229 Nov 25, 2021 @ 2:14pm 
Hello! Was wondering if you plan on updating this mod for 3.2?
Stephen Sep 15, 2021 @ 12:19am 
The custodian team should add this into their next update
corsairmarks  [author] Jul 25, 2021 @ 10:32am 
@Spawn thanks!
Spawn Jul 25, 2021 @ 3:43am 
Great stuff !!! :steamhappy: