Stellaris

Stellaris

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!CGM: Planets Enhanced
 
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289.007 MB
Jun 22 @ 12:06am
Aug 3 @ 11:40am
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!CGM: Planets Enhanced

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In 1 collection by ExNihil
CGM Core Collection
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Description
Core Game Mechanics: Planets Enhanced

This is one of the largest and most sophisticated mods ever made for Stellaris, adding a huge amount of new content, new mechanics and new gameplay options and customizations.

Mod Contents
  • replaces most of the vanilla strategic resource icons with great new icons - only for those resources that have recolors of the same icon as other resources, which is most of them. Replaces and improves the vanilla resource discovery announcements and events.
  • Integrates Lex Peregrine's New Worlds mod - this is now an optional but integral part of this mod. It adds 7 new habitable planets, 6 new uninhabitable planets and 2 new gas giants. It also adds new multiple textures to many vanilla planets, ensuring a richer experience.
  • This mod adds 55 new strategic resources: 17 normal planetary strategic resources (work like alien pets or betharian in vanilla), 9 unique planetary resources (spawn on 1 tile in the entire galaxy each), 14 orbital strategic resources (like the vanilla ones) and 2 synethethic/abstract resources. (see the infographics for details)
  • This mod adds more than 80 new tile blockers. Some are just aesthethic, some are rare or unique and others are tied to the new terraforming and exploitation mechanics.
  • This mod adds 29 planetary buildings and 22 starbase buildings (one for each resource added by this mod, and one for each normal vanilla strategic resource), each with a unique very high quality sprite (see the infographics for details).
  • terraforming after effects.
  • sophisticated AI enhancement and QoL improvement through optional colonization automation. The automation script uses the full assets for this mod and CGM:Buildings, including the APIs stored in other mods, to determine what are the best available colonizable planets in a given empire's space and then send and colonize these planets with whatever colony ships are available. You can turn this on/off at will - it is by default enabled for AI and players can activate it using a country edict.
  • a number of new technologies tied to its various functions - each with a unique high quality sprite as well.
  • a new uninhabitable planet terraforming mechanic (see infographic for more details).
  • a new planetary projects mechanic (infographic coming soon). These are powerful specializations and projects that allow you to exploit and develop planets in new directions - all using a dedicated menu.
  • a new asteroid colonization mechanic, including unique custom made tile-sets/portraits/tile blockers, unique tile blocker mechanics, unique asteroid buildings and dynamic configuration of the number of colonizable asteroids.

Mod Features
  • The mod is 100% savegame compatible - you can load it into an existing savegame.
  • The mod's spawn engine is configurable. The start-up menu allows you to configure the following things:
    -configure the amount and type of strategic resources (mod and/or vanilla)
    -configure the size of habitable planets and homeworlds
    -configure the size and amount of planetary deposits
    -configure the amount and type of tile blockers (mod and/or vanilla)
    -enable/disable game-start autoexploration (takes 1 day in game to actualize).
    -turn mod content and features on/off : New Worlds Planets, Advanced Terraforming of Uninhabitable Planets, Planetary Exploitations and Asteroid Colonization.
    -configure dynamically (during the game as well) the discovery chance of presapients.

Compatibility and Synergy
  • This mod overwrites only a few files- terraforming links, a few anomaly files, strategic resources, the vanilla strategic resources and habitability traits otherwise it is completely script based and does not use the vanilla initializers for anything. It therefore requires compability patches only with mods that overwrite these files. Some compatibility patches will be published in the future.
  • This mod has an extended mod menu in which you can turn almost all of its functionality on/off as you please. You can in fact play 99% vanilla content with this mod and only use some of its galaxy configuration features (example: resize planets!.) The only things that permanently change are habitability traits and most strategic resource icons. One of which is a great improvement over the original.
  • This mod is 100% compatible with Guilli's Planet Modifiers and Legendary Worlds. It has in built synergy with Guilli's.
  • To play this mod alongside Elowiny's Gigastructural Engineering you will need to use this compatibility patch.
  • This mod is fully compatible with Alphamod - I'm working with AlphaAsh on extending more synergy, but it works together and has some interaction already.

Recommended Mods
We highly recommend running this mod alongside:
  • This mod has built in synergy with the new version of Planetary Diversity.
  • Integral synergy with Real Space, including specific configuration for both Real Space and Vanilla.
  • CGM: Buildings - adds full autobuild and AI enhancement to this mod. It is highly recommended that you use the two together, since this mod allows you to decrease deposits and have a more balanced play together.
  • EUTAB: Adding great ethic unique buildings and technologies from Dumuzii - who also did a lot of the great sprites of this mod. OR the EUTAB: Vanilla Replacement mod - which makes vanilla look as great as this mod.

Languages
  • English
  • Russian - full localisation. Thanks to @Pacas for his excellent work!
  • Chinese

All other standard stellaris languages have google translated localisations. If you'd like to help with translations, please let us know.

More documentation can be found in this Google Sheets document.[docs.google.com]

Credits and thanks:
  • the new worlds component of this mod would not be possible without Chris Adamek's contribution with his excellent texture-making! All textures are his original works, done specifically for this mod and for any other use he wishes to give them in the future. If you like his work and anything related to star trek, be sure to check out his website which also includes some fine fiction!
  • Personal thanks go to Breloom1994 for some cool gfx. To ATP Kraken for helping with localisation, to Alphaash for the neat steam thumb. And to Pacas for his amazing work on the russian translations. All non original gfx employed by this mod belongs to the original authors and we would like to thank them.

Important Notes
  • if you enable New Worlds its highly recommended you increase habitable planet numbers x1.5 (new game).
  • If you are using Mac OS X and are using this mod and CGM: Buildings: start the game only with this mod, then load CGM: Buildings after 1 month time.


You can leave comments here or contact us on The Stellaris Modding Den discord.

[discord.gg]
Popular Discussions View All (2)
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Nov 11 @ 12:24am
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Sep 7 @ 12:30pm
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378 Comments
Lex Peregrine  [author] 12 hours ago 
thanks whitefox! I've been trying to get some work done but im afraid pre-xmas weekends are just too busy, so this may take some time :(
whitefox_braveheart Dec 13 @ 9:26am 
im intriged by this mod and cant wait till your 2.2 mod is out to try it :D
Lex Peregrine  [author] Dec 12 @ 11:45am 
@djamesds: im afraid asteroid colonies are not planned for the new mod, mining stations should represent them well enough. However the graphical assets will be used for subterranean colonies on certain world types, including Dwarf Planetoids, that means for instances when playing in Sol, Ceres will be colonizable, maybe even Earth's moon. Other randomly spawned uninhabitable worlds may be colonizable the same way if specific planet modifiers are present, just not standard asteroids (this also prevents the asteroid anomaly spam many people reported).
djamesds Dec 12 @ 10:37am 
@Lex Peregrine can you bring ability to colonize asteroids to your new mod? i like it so much in this mod
Gerishnakov Dec 12 @ 4:26am 
@lupe.sp.131 Read the comments.
lupe.sp.131 Dec 11 @ 4:07pm 
update please:steamhappy:
Lex Peregrine  [author] Dec 8 @ 7:13am 
Oh! that was not my mod, I was briefly part of the team but only helped with some brain storming ;) but thanks ytyty!
ytyty Dec 8 @ 12:39am 
fantastic mod , much appriciation to your effort.! Besides, I also played your ATTILA mod , europa prprpr XD
Lex Peregrine  [author] Dec 7 @ 12:43pm 
There will be no updating, there will be a new mod with different features and content from both CGM and PD, but it will take some time to get it ready.
Planetary Diversity is being updated very very soon, I am also planning on porting some of my New Worlds to it (not all and probably just uninhabitables), so I suggest you keep your eyes on PD!
BasileusMaximos Dec 7 @ 8:32am 
I'm guessing its going to take a while to update everything for the new patch.