Stellaris

Stellaris

61 ratings
Gigastructural Eng. - No Katzenartig Imperium
   
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1 Feb, 2021 @ 11:39am
8 Nov, 2021 @ 6:54am
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Gigastructural Eng. - No Katzenartig Imperium

In 1 collection by Elowiny
Gigastructural Engineering - Submods & Expansions
23 items
Description
Do you not like the Katzenartig Imperium, and don't want to have to disable it every game? Well then just use this!

This handy little submod will make it so Jublio and Jupitwo (Flusion and the Corronians' systems, respectively), will not spawn at all if the Imperium is set to Enabled or Disabled.

However, they will still spawn if it is set to Guaranteed or any higher Kaiser difficulty, but this should ensure you don't accidentally leave them on by mistake.

Put this mod below Gigastructural Engineering & More for it to work.
86 Comments
KC 27 Sep @ 3:08pm 
why are people so butthurt about something you can literally just turn off in the settings? complaining about it here inst going to un-kill your lost empire, just turn it off for the next run with the setting or this mod lol
s0mple 1 Aug @ 5:41pm 
Its probably due to me being bad at the game, but it caught me off guard. I am not saying this is a bad thing or giving a bad review but constructive criticism from my own experience. I think a little pop up warning letting you know you are enabling custom crisis would go a looooon way.
s0mple 1 Aug @ 5:23pm 
I think what I dont like and maybe others dont like either is their special buffs that dont even really use the mod mechanics but rather just unfair buffs. I had waaaay more trouble with the neo-katzen than the imperium and the neo-katzen had no way of doing the whole resistance minigame and uprising. Thanks for the great contribution to the community!

2/2
s0mple 1 Aug @ 5:23pm 
Hey, thanks for the mod and your work; honestly great and foundational for the rest of the modding community. I will say just because I came across this mod's comment section that I do have some critiques for the katzen implementation. I dont think they are so terrible like many others ramble about, I do think they can be a bit much though. Particularly the thing I had trouble with was the Katzen remnants bit where one of the 4 fractured empires (Khan mechanic sort of) took over. The resulting empire had a good chunk of land but within 10 years it already took over its corner of the galaxy and within 5 it was almost half of the galaxy with seemingly unending fleets. It got so bad that I used the console to delete all their fleets just so that the AI empires could keep existing but with the insane buffs they get it was over.
Wheelies On Wheels 10 May @ 6:37am 
Oh trust me, I am aware of the lore -- the fact that they are also furry beasts is quite suspicious.

Thank you, Elowiny.
Elowiny  [author] 10 May @ 6:26am 
@Wheelies On Wheels
Oh yeah that's mostly because I don't get why a civilisation couldn't just do all three things eventually, it just seems like a gameplay limitation. Although funnily enough in their lore (on the lore database wiki) they tried making some giant dragon with their super psionic/genetics/automation tech and it ended up collapsing their entire empire so hey they got what was coming for them I guess.

As for your question, yes, it is possible. This mod here does it, shouldn't be too hard to reverse-engineer for other things. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2855533605
Wheelies On Wheels 10 May @ 6:19am 
My issues with Aiondia are mostly scale-based, I know its MEANT to literally just be a super late game challenge -- that said, I feel like it does suffer from super OC syndrome where it has to be GOOD at everything, if you catch my drift. They're super good at genetics, and psyonics and automation.

And I know its the point, super ancient = super developed in everything.

And i never said silly -- its probably the only narrative I have no problems with when put in a vacuum.

Its just not my thing.
Elowiny  [author] 10 May @ 6:01am 
@Wheelies On Wheels
I'll tell you if you elaborate on why Aeternum is silly :)
Wheelies On Wheels 10 May @ 5:59am 
@Elowiny

Speaking of which, do you know if its possible to mod enclaves (and marauders for that matter) to force use a custom portrait in every game? Say, a mod that replaced the use of random species portrait for something fitting and unique for each one, just like the Shroud Coven and the Guild? (please delete this later, unrelated)
Elowiny  [author] 10 May @ 5:56am 
@Wheelies On Wheels
Why no elaboration? Is it the name? It just means eternal because they're really old