Stellaris

Stellaris

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322.529 KB
15 Mar, 2022 @ 3:00am
21 Oct, 2023 @ 8:00pm
39 Change Notes ( view )

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Advanced start

In 1 collection by Ralendil
New origins [For Stellaris 3.9.4]
15 items
Description
Version 2.5.6 - Updated october 22th

Introduction

This mod exists already around on the workshop. This one was, at the beginning, lightly modified. I have made changes and now rewriten it.

Loading order:

You can find the loading order that applies, if you use several mods I created, in the collection "New Origins"

Features
  • At start, all countries get a tech that permits auto explore and auto research (abilities not the vanilla techs).
  • Every countries with advanced start will get 1 more constructor and 1 more research ship
  • Player get advanced start - void dwellers have a specific script that generates habitats
  • The script will also benefit AI. It will check that each AI advanced faction has enough colonies
  • The script will generate advanced start for colonies that would not get it by the game. So, if you choose 12 countries with advanced start, your game will have 12 countries with advanced start (excepted if the countries are from the origins that should not get it)
  • The script won’t apply advanced start if the game has already enough countries, according to the number you have chosen, with advanced start applied to them

Origins that can get advanced start with this mod

There are several origins that cannot get advanced start (AI and player)
Here the list:
  • Common ground (playable and NPC)
  • Hegemon (playable and NPC)
  • Doomsday
  • Clone army

The following origins have been added to the possibility for the AI to get an advanced start:
  • Life seed
  • Void dwellers
  • Scion
  • Galactic Doorstep
  • Shoulder of giants
  • Lithoid
  • Lost Colony
  • Broken Shackles
  • Payback
  • Fear of the Dark

Several origins have a specific treatment when generating the empire:
  • Ocean paradise
  • Post apocalyptic
  • Life seed
  • Remnants

All origins from my mod New Origins can get advanced start from this mod (except Liberated people cause they should never get an advanced start).

/!\ Known bug:
Colonies that are created with the mod can be shown with the wrong display. This is due to the fact that the mod, when it doesn’t find enough colonies, will convert one random planet to an habitable one. But the game doesn’t refresh the display when this action is done before the game starts. To correct this, you simply need to save and reload the game.

If you want to support me: make a a gift via paypal[www.paypal.com]
22 Comments
afitlhile2 14 Dec, 2024 @ 8:35pm 
Hello, I'm creating a personal mod for myself; and inspired off your work, I was wondering what event.1 does for on-actions. does it work from events. Also assuming you used functions for events to put into 00_id_civics.txt and 00_id_origins too from events?
h.j.haller 22 Nov, 2023 @ 1:28am 
update to the latest version thnx
Ralendil  [author] 21 Sep, 2023 @ 4:27pm 
Updated
Only one minor change that was causing crash for people not using New Origins mod.
RumilAst1001 15 Sep, 2023 @ 6:04pm 
Update please?
Ralendil  [author] 13 May, 2023 @ 2:39am 
it is already updated....
Is there a problem ?
RumilAst1001 13 May, 2023 @ 1:02am 
update?
Ralendil  [author] 18 Mar, 2023 @ 11:26pm 
Done
Added the new origins to the advanced start possibility (they could not in vanilla)
h.j.haller 18 Mar, 2023 @ 12:04am 
update to the latest version thnx
[StDb] Christian 4 Oct, 2022 @ 5:42am 
Hell yeah. great Work Man.
Ralendil  [author] 3 Oct, 2022 @ 4:06pm 
fixed