Stellaris

Stellaris

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Red's Colonial Sector
 
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0.381 MB
Jan 6, 2017 @ 3:04pm
Jan 28 @ 2:49pm
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Red's Colonial Sector

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In 1 collection by [BWC] RedRapture
Red's Normal People Collection
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Description
Compatible with 2.2.*!

The whole system has been completely remade! Yakez has been doing some great work and this is a modification of that original Cyrannus sector in his Colonial space mod. This version has a different tone than the original mod. The original was more 'you are the colonies'. This mod is more 'you are living on the ashes of the colonies' with lore stuff established in Yakez's mod thrown into the planets. This mod is also different from the original in that instead of four seperate systems, you now have the more canonical 2 binary systems orbiting each other, with Ragnar somewhere out there near the two of them.

Also, in keeping with BSG's religious overtones, all of the planets you can colonize in the system have been given a modifier that adds 10% Spiritualist attraction. The descriptions have been modified to make it seem like your race is colonizing, or grew up on, the Cyrannus Sector after the Twelve Colonies were nuked. Some planet types have been modified, and it is HIGHLY recommended you play this with a continental preference.

2.2.0's changes to the economy have made it a real trip to get Cyrannus fully operational, so it doesn't feel like it's overpowered anymore in the start of the game, given how much attention you have to devote to it.
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19 Comments
SAS Feb 9 @ 7:54pm 
Thanks, and great work!
[BWC] RedRapture  [author] Feb 9 @ 5:37pm 
Yes, I used it yesterday, it's just fine.
SAS Feb 9 @ 10:16am 
This should still be working fine with the new patch right?
[BWC] RedRapture  [author] Jan 29 @ 2:06pm 
Much better, thanks. Fully recovered with only a slight cough lingering.
ranma100 Jan 29 @ 8:47am 
Thanks for looking into the problem. I hope you feel better after your illness.
[BWC] RedRapture  [author] Jan 28 @ 2:51pm 
Alright, after a bout with pneumonia and getting a new job up and running, I got the time to examine this mod. The Aquaria issue has been resolved, it was an issue of { placement.

As for the issue about Aerilon, the planets in the Cyrannus Sector have been left without district scripting so that each playthrough will have the system develop differently, thus increasing replayability. I hate to say it, but that seems to have just been a crappy RNG inside the galaxy generation for Aerilon. Pray harder to RNGesus next time and he will answer your prayers, brother! Joking aside, I can't do anything to fix that.
ranma100 Jan 27 @ 9:13pm 
In my current game Aerilon has no districts except for housing districts. Otherwise a very nice mod.
Freygea Jan 17 @ 5:40pm 
Really enjoying this mod. I am also now re-watching the series for like the 20th time Bah. : )
[BWC] RedRapture  [author] Jan 17 @ 2:56am 
I'll look into it this weekend.
Uspeon Jan 17 @ 1:12am 
Glad to find a system mod that is up to date with the current game, so think you. Been waiting patiently for either Yakez's Cyrannus system mod to be updated or for one be created since I've enjoyed the game a lot while playing as a small but complex star nation with 14 habitable worlds. Already tested the mod out, finding it's just as similar as the one I played with before so thank you again. However, I've found one bug that's been bugging me a little, not sure if anyone has this problem but here it goes.

While surveying the Helios Gamma/Delta System, the only thing I've found out of place is Aquaria, when surveyed doesn't show any of the planetary modifiers such as Spiritualist attraction. Instead of appearing on Aquaria, they appear on Helios Delta. Hopefully, you have time to have a look at this and hopefully fix it. I theorize the coding might be slightly off since Aquaria appears as the last planet from Helios Delta so you might missed something there.