Stellaris

Stellaris

[2.1] Insanely Overpowered Starting System
John100x1  [developer] Oct 5, 2017 @ 5:54pm
Suggestions and recommendations
If you have anything you might want to see in this mod please discuss them here. I might add new features based on what you guys want.
Last edited by John100x1; Oct 5, 2017 @ 5:54pm
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Showing 1-2 of 2 comments
Humblbolt Oct 6, 2017 @ 11:04pm 
Could you add a 3 medium sized planets with random pre-ftl alien species;

1. Science-Prosperity themed planet which has a species with intelligent, thrifty, enduring, nonadaptive and weak traits. I'd suggest to use the floating fungoid portrait on an Arctic World

2. Food planet with species with agrarian, conservationist, sedentary and solitary traits. Suggest that you use the floating molluscoid portrait on an Ocean World.

3. Warrior/industrial themed planet - species with industrious, very strong, slow learners, wasteful, and solitary traits. Savannah planet with Orc looking Mammal Portrait

Maybe this could be in an alternate version?
Marianojoey Oct 17, 2018 @ 8:41pm 
* The starting system should have a Neutron star and a Black hole as binary stars, and have their respective strategic resources on them (neutronium and black matter).
* Add a couple of toxic worlds to the starting system, so one can have Zro and the other Pitharan dust.
* You should add a couple (or 4, why not?) tiles with "Unity = XX". Unity works as any other tile resource. Try it.
* Also, 1 tile with "alien pets" and another with "betharian stone" would be awesome.
* The mod doesn't work correctly for mechanic species. At least, if you play exterminators, the planet overrides your mod. My guess is any of the policies that give species Gaia/Tomb origin planets has the same problem. The rest of the system seems to be fine.

Hope this ideas help make the mod even better. :)
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Showing 1-2 of 2 comments
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