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Rogue Colonies
   
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2018년 10월 10일 오전 7시 46분
2018년 10월 26일 오후 9시 16분
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Rogue Colonies

Ienzo님의 1 모음집
TheIenzo's Mod List
아이템 7개
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Ain't it weird that all humans either belong to the UNE or the CoM? Or ALL members of your species, no matter how unhappy, still stay in your empire?

Well no more! POPs can and will occasionally found their own empire! With blackjack and stuff! A rogue empire will spawn and won't exactly align with your ethics. Even if it does align, well, they left your country for a reason!

What the event does is that it looks for available worlds near to your country and then a new country will have a chance to spawn there with your species. This mod will NOT increase the chance of rebellions. It also won't switch a new colony you own to its own country.

Rogue colonies will spawn when your empire has reached a certain size and after a certain number of decades.

AI will also experience this event, so if you see new OPMs forming, gobble them up! They can and will become minor to regional powers in their own right if left alone, though regular AI empires are still usually stronger.

(OPM is EU4 parlance, meaning One-Province Minor, or countries with only one country that are easy to eat if you are fast enough. In Stellaris, I like to think it means One-Planet Minors, though it may be the case that it would be trivial for them to get a second planet.)

This mod is still in development. I am uploading it as a proof-of-concept, showing that the game could in fact spawn rogue empires. For basis I looked at the code that spawn the Nivlac Circle, which is pretty straightforward.

I fixed the biggest problem preventing me from launching the mod, which is empires spawning without a place name, like instead of "Republic of XX" it's just "Republic of" and "Imperium of." I solve this by re-rolling the empire and capital name after the empire is generated. This means that the name of the rogue empire changing one day after you talk to them is as designed, unfortunately. Thank you to ViolentBeetle for tipping me on that.

The associated event chain, custom special interactions, and the Laconian event chain are still in-progress. For now, rogue colonies will remain regular empires, though same-species bonuses or maluses will very much still apply.

Personally, I had ridiculous fun with playing as the United Nations of Earth with only one other AI (CoM) and then watching these rogue colonists leave Earth's hegemony to try their own luck in the stars. The results were actually pretty impressive; several of these nascent star nations founded their own Human federation without either Earth or Unity in it.

Try this mod out with your custom species with no other AI. If you play inwards perfectionists, there may be another nascent empire of your brethren that rejects your xenophobia. Or if you play as an egalitarian, a mad man might start his own banana republic on a rock somewhere...

Change log 2018-10-27 1219h, PST
Fixed a minor bug where the rogue colony doesn't have comms with their home empire

Change log 2018-10-26 2241h, PST
    Fixed the rogue colonies not spawning. In hindsight it was a obvious bug.
  1. Set some policies for the rogue empire (such as food stockpiling).
  2. Copies graphical culture of the home empire.
  3. Began writing code for refugee empires, but these won't spawn just yet ;)

Change log 2018-10-13 1823h, Philippine Time:
  1. Removed most of the habitability techs since the event already checks if the new capital planet is more than 39 (meaning 40 and above since habitability is always a whole number.) I left it just one habitability tech, just in case.
  2. Removed the instant communication code.
  3. Added new planet_flag already_settled_by_rogues and told the rogues to NOT to settle there. I previously also told them to not settle on planets in systems with starbases, but it seemed they were hard-headed; the "don't settle on planets in systems with starbases" code is still there however.
댓글 206
Toast 2021년 5월 22일 오전 8시 23분 
@SlowpokesBro The mod hasn't been updated in over two years. I recommend trying Fatherland, it does basically the same thing as this.
Frenzy 2021년 5월 22일 오전 7시 46분 
I love the idea of this mod but man it is out of date. I get some colonies spawning with either blank names or they reuse a previously used name, forcing the game to automatically add a 2 at the end of the name. It's a really cool mod that essentially adds a bunch of small minor powers to the galaxy, though a couple of the colonies do end up thriving and become major players.
Energywelder 2019년 10월 29일 오전 5시 18분 
Not from this mod but someone has made something similar, search the workshop for "Independent Colonies"
Archemyre 2019년 10월 28일 오후 8시 26분 
Any updates?
K_RL 2019년 8월 7일 오전 10시 20분 
The mod is spamming blank events, do not use until it is updated !
WhiskeyCream 2019년 6월 18일 오후 12시 24분 
Good luck to getting this going again! I hope it dosnt give too much trouble.
Energywelder 2019년 6월 14일 오전 11시 17분 
It might be broken because of some of the commands paradox took out.
Trace Projectile 2019년 6월 14일 오전 8시 40분 
Good luck to StormFather if you're still fixing it. I can confirm this doesn't work on 1.3+ (specifically it spams empty messages every day) so a successor is necessary unfortunately.
Sir Luis 2019년 6월 5일 오후 5시 59분 
i knew this day would come. the none believers doubted me. u dont need 2 be a fanatic spiritualist to believe in the legends that one day the chosen one would come!
Ienzo  [작성자] 2019년 6월 4일 오후 11시 15분 
@StormFather, thanks for the interest. I'll PM you.