Stellaris

Stellaris

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Real Space - New Frontiers
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May 3, 2021 @ 5:09am
Nov 15, 2024 @ 1:48am
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Real Space - New Frontiers

In 1 collection by Annatar
Real Space Full Pack
14 items
Description
New Frontiers version 3.2.14

This version is compatible with patch 3.14 Circinus.

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The purpose of this mod is to diversify the planets and colonization, without affecting the classes of planets. This mod includes. A lot of modifiers, events, planetary, decisions, features and much more.



A subclass is a new type of planet with its own unique features. Each subclass belongs to a specific standard planetary class, but has its own unique portrait and appearance of the planet. In terms of game mechanics, a planetary subclass is a common modifier. But the appearance of such a modifier on the planet is crucial. That is, along with a change in the appearance of the planet, its properties and properties will change, and also a subclass will affect the appearance of other modifiers, not subclasses. There are three types of subclasses: normal, paradise, extremal and exotic. Accordingly, this determines the nature of the habitability boundary of subclasses.

Additionally, a new class of planets was added, a Tidally Locked planet class and 3 subclasses to this.



These are various periodic events that can be directly related to subclasses and their features or additional events after colonization.

Periodic events:
Periodic events are various events associated with certain features of the planet, and are recurring.
  • Global Heating
  • Drought Age
  • Ice Age
  • Meteorite Shower
  • Ceaseless Thunderstorms
  • Terrible Hurricanes
  • Dense Blizzards
  • Relentless Sandstorms
  • Persistent Drought
  • Coriolis Storm
  • Geomagnetic Storms
  • Ion Storms
  • Wild Hunt
  • Insatiable Swarm
  • Abyssal Devourers
  • Sea Monsters
  • Tremor Earth
  • Behemoths
  • Strong Volcanism
  • Aggressive Flora

Additional events:
  • Ancient Machin
  • Nightfall



This is another important element of this mod, which can completely change the gameplay of the game. You can disable these events at the start of the game.

Planetary events:
These are events that will occur only with individual systems.
  • Collision of the moon
  • Fall of the moon
  • Orbit Reduction
  • Orbit Increase
  • Awakened Planet
  • Gamma-ray Burst
  • Space Crash

System Events:
These are events that will affect all the planets and objects of the system.
  • Star Evolution



7 planetary decisions to disasters. These decisions will help your empire prevent a disaster or save civilization from imminent death. Decisions such as the Ark project have their own chain of events. Some solutions will become available for Doomsday origin at launch.
6 planetary decisions for certain subclasses and planets with other features.



  • 4 new technologies to prevent disasters.
  • 9 technologies for blockers.



8 new origins (see attached images).



All new mechanics can be disabled in the Real Space menu.

Expanse Events
Expanse events usually occur after the colonization of new planets and are usually associated with the appearance of new modifiers. These events will determine the nature of the development of new colonies and, in general, diversify the gameplay at the entire stage of active colonization.

New Jobs:

Pioneer
These travelers, hunters and prospectors set off to the unexplored lands of new worlds in search of alien wonders.
Smuggler
These adventurers are engaged in clandestine transportation of valuables, goods, prohibited items, or colonists, bypassing government control.
Opportunist Drone
These drones are sent to the most remote places of the planet in search of new ways to survive the hive.
Aberrant Drone
These mutant drones have received genetic changes that cause them to move away from the hive and show signs of consciousness.
Scout Drone
These exploration drones are exploring hidden areas of the new world in search of rare resources and knowledge.
Renegade Drone
Due to failures, these drones have separated from the central intelligence and are engaged in their own production, stealing resources.

Resource Depletion
This mechanic depletes the planet's mineral resources. This is influenced by the age of the colony, the number of mining areas and some modifiers that increase the chance of losing resources.




  • This mod does not support achievements.
  • This is a global addition to Real Space and you need to be very careful with using it with other mods.
  • Disaster events are not for the faint of heart. Already at the beginning of the game, your home world may be in dire danger. If you do not want to risk, disable this event.
  • Compatible with Guillis Planet Modifiers.
  • After version 1.7 this mod is no longer compatible with Planetary Diversity.
  • After version 2.9, the Planetary Exploration submod is no longer supported or used with this mod.

Bugs:

If you switch between different subclasses of the same class of the planet, the portrait of the planet does not change, but remains as you chose for the first time. This is a bug of the original game. The report was published in Paradox Plaza Forum[forum.paradoxplaza.com]. To attract attention, it is desirable to support this post on the forum.



This mod will not directly conflict with other modifications with rare exceptions. If the conflicting mod modifies vanilla planetary modifiers or vanilla deposits, minor bugs may occur.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

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Popular Discussions View All (22)
13
Nov 21, 2022 @ 7:29pm
Harmful Mold - Counter?
Steppa
9
4
Dec 15, 2022 @ 2:41pm
Please Remove "Harmful Mould" Event
TrevorBid
2
3
Jul 23, 2023 @ 2:18pm
gamma ray burst sucks
[+DG+] Sir_Castic
894 Comments
Big Daddy Mar 26 @ 7:31am 
Is Real Space a hard requirement? that mod has a lot of incompatibilities
MightyShark Mar 15 @ 11:52am 
Where are these "Situations" located ? They are throwing exceptions in the error.log ->

From the newfrontiers_terraforming_events file:

Line 529: limit = { is_situation_type = situation_temperature_decrease_2_terraforming }
Line 677: is_situation_type = situation_temperature_increase_2_terraforming
Line 678: is_situation_type = situation_geo_terraforming
Line 760: limit = { is_situation_type = situation_humidity_decrease_2_terraforming }
Line 908: is_situation_type = situation_humidity_increase_2_terraforming
Line 909: is_situation_type = situation_geo_terraforming
Sugar & Spice Feb 13 @ 2:03am 
Subterranean appears to be overwritten by the vanilla Subterannean origin... But yours is better, and I really liked the art of your Subterranean cities more than the base. Hoping for a fix!
Jätevaakku Feb 12 @ 7:54pm 
I started a game with the ark origin and all council positions except ruler are locked, is this intented?
SomeRandomPokemon42 Jan 30 @ 2:55pm 
~~~~~~~~~~~~~WARNING~~~~~~~~~~~~~~~~~
VOIDBORNE IS UNPLAYABLE WITH THIS MOD
YOU WILL GET AN EVENT THAT DESTROYS YOUR HABITAT ALMOST IMMEDIATELY
TURN OFF DISASTER EVENTS IN STARTUP

some of the stupidest decisions i've seen in a mod
Maniac Jan 27 @ 3:04am 
Hey, love the mod. FYI, your can_orbital_bombard game rule is not up to date with the latest patch. It causes planets to be immune to voidworm bombardment.
Markey Jan 20 @ 5:14pm 
How do you actually access this mod's discord ? Joining via the link gives me absolutely zero permissions and there's no rules or anything to read/accept to gain SOME permissions
joanllinasbas Jan 19 @ 4:20am 
Loving the mod, unfortunately the AI factions don't seem to be able to colonize much of those planets, and they tend to not (or do very little) terraform them, so I end up with many factions having colonized just 2-4 planets by the midgame. Any help?
jonnyhappyfeet Jan 17 @ 11:18pm 
this issue of missing districts only occurs with vanilla planet classes
jonnyhappyfeet Jan 17 @ 6:20pm 
The issue appears to be your mod adds a subterranean start however the base game in 3.14 already includes one with the same name and its causing some sort of conflict