Stellaris

Stellaris

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Splinter Colony
 
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Sep 26 @ 7:04pm
Oct 25 @ 7:03pm
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Splinter Colony

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Description
A century ago, your civilization sent six great Arkships to nearby systems. Soon after, a global catastrophe struck, plunging your homeworld into chaos for decades. All contact with the Arkships was lost. Now, as you once again begin to explore the galaxy, your first priority is to find out what became of those brave pioneers who set off into the unknown so long ago.

Splinter Colony is a story pack mod for Stellaris, inspired by elements of the base game’s Commonwealth of Man backstory. It includes two interrelated event chains. The first is to track down the fate of all six Arkships. The second is a series of interactions with your splinter colony, an empire founded by one of those Arkships to rival that of the homeworld.

To activate the mod, select “Sol (Splinter Col.)” or “Random (Splinter Col.)” as your starting solar system. Shortly after the game starts, you should receive “The Ulysses Initiative” event chain.

Features include:
- Two detailed, interrelated event chains, each with multiple options for the events that trigger on a given play-though.

- Encounter a splinter colony based on your own custom empire, using one of six different ethics templates, each with custom events.

- Through your interactions with your splinter colony, determine whether they will be friend or foe, or seek to destroy them utterly.

Notes:
- The mod is compatible with most pre-built or custom empires. Not compatible with gestalt consciousness ethic and the civics: mechanist, syncretic evolution, post-apocalyptic, life-seeded, fanatic purifiers, and barbaric despoilers.

- The mod uses custom diplomacy windows for many major events. Don’t close them without picking an option, or you will not be able to complete the event chains.

- You will need to play with at least one fallen empire to complete the Arkship chain.

- It is not recommended to leave the Splinter Colony systems as the saved starting systems for empires that can spawn as AI empires. Doing so will cause minor oddities in galaxy generation.

- Not designed or tested for multiplayer.

Detailed bug reports are always welcome.

Enjoy!
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46 Comments
BrantaGoose Dec 8 @ 6:58am 
Picture 3: Background has a 44 MINERAL SYSTEM WHAT THE ^^^^
Mr. Flibble Nov 25 @ 8:47am 
Love the mod. Seems to be working pretty good so far, but there is one problem.
I'm playing a custom human race who use mammalian for my graphical culture , but when the colonies show up, they are using the new humanoid set.
Is it suppose to use your custom races graphical culture, or am I getting this due to how PDX changed humans around to use humanoid rather than mammalian ?

It's not that big of a deal, I can always RP with it. Due to losing communications, the colony would develop differently from us.
Just wanting to make sure it wasn't a bug in the first place.

Also, if I wanted to change this to reflect my ship set, what would need to be changed? If at all it could be changed.

Once again, great mod. Loving the sotry behind it and can't wait to see how it ends up. Will they be friend or foe to me? I dunno, we'll see! hehe

Thanks
big idiot Nov 12 @ 12:30am 
What happens if the Splinter Colony's capital gets taken by a foreign Empire?
^kxa Nov 10 @ 6:09am 
Edit:
They are also affected by every Happiness bonus/malus that's supposed to only hit organics.
^kxa Nov 10 @ 5:50am 
@N7Huntsman is it possible that you've "only" met all the FE's? Because it's like that whenever I meet a former primitive that became an empire.

@Aequinoctis I've met a rather interesting bug in my last playthrough and can't imagine what other mod causes it.
I've used the "random splinter" start and met a materialist FE which gave me a synth pop in which they saved the crews consciousness. This pop is treated as a robot in most cases (modifing, rights, has upkeep) but it has some weird interactions.
It grows like "normal" organics do, as long as there's space on the planet, getting bonus to growth from food but not from other growth speed modifiers (I have nothing increasing robot buildrate to check this modifier).
It also doesn't migrate on its own, so it's a robot that way again.
N7Huntsman Nov 9 @ 2:44pm 
Hey, I believe your mod may have an unusual interaction with the Rogue Colony mod--after trigger an event (accepting one of the splinter colonies as a protectorate), I suddenly 'met' every other empire in the galaxy, despite hardly having explored at all.
FebHare Oct 26 @ 5:30am 
Thank you! I upload mine. And it is the link.

[JP localize patch]Splinter Colony

Note: this patch overwrites english .yml files, so original (english) text is unavailable while it is active.
Aequinoctis  [author] Oct 25 @ 7:11pm 
@Rolhn: The splinter colony will always be xenophobic, a result of feeling abandoned by the homeworld. Their second ethic will be the fanatic version of militarist, pacifist, materialist, spiritualist, egalitarian, or authoritarian. Their second, fanatic ethic will never be one that your empire has. and if you have a fanatic ethic, they are more likely to pick its opposite.
Aequinoctis  [author] Oct 25 @ 7:05pm 
@FebHare: Thanks for the translation! Please feel free to upload the localization patch.

I have updated the splinter_events_setup file as suggested.
Rolhn Oct 23 @ 1:27pm 
All I ever seem to get from my splintered relatives is the xenophobic spiritualists and the xenophobic materialists, maybe you should make a list of the six that are currently out so we can know what we might encounter, or for me to hopefully encounter