Stellaris

Stellaris

Crowded World (2.2.*)
23 Comments
AlphaAsh  [author] 9 Jun, 2019 @ 1:34pm 
Dragon of Desire 6 Jun, 2019 @ 2:42am 
Alright! I'll hang around that mod page and keep an eye on it. Thank you, and remember, don't stress yourself out too much! You don't owe anyone anything! Thanks for all your hard work.
AlphaAsh  [author] 6 Jun, 2019 @ 2:35am 
AlphaMod 2.3.
Dragon of Desire 6 Jun, 2019 @ 2:28am 
Hey, Alpha! I'm curious, which of your mods are you planning to do first? I love your work, and can't wait till it's released! Was curious if you knew which you'd be working on first in the coming weeks.
ExplosiveLimeJuice 18 May, 2019 @ 7:29pm 
Looks like Thanos has a world to snap
Реван 2 Mar, 2019 @ 2:21pm 
Is the mod compatible c Planet View (36 Buildings + 6 Districts)?
AlphaAsh  [author] 31 Jan, 2019 @ 1:15pm 
No you don't! It's a civic, not a trait!!!
Lectruck 31 Jan, 2019 @ 12:37pm 
you have to add this mod to your traits to make it work!!!
Reya 22 Jan, 2019 @ 11:53am 
I also am not getting any changes. I do have a number of other mods that cause menus to pop up at game start.
Yoko Taro >= GOD 14 Jan, 2019 @ 7:29am 
The mod didn't give me extra pop or anything special upon selected.
I check my whole mod folder for 01_start_of_game_effects.txt and that file only exist in this mod.
Any tip for debuging? I try select multiple starting solar system but there seem to have no effect.
Silence Suzuka 13 Jan, 2019 @ 7:41am 
lovely mod
Rorschach 2 Jan, 2019 @ 11:20pm 
Really cool!
aciel.samael 28 Dec, 2018 @ 9:11pm 
Hello, enoying this option quite a bit, but i was playing around with the files and discovered that you might not actually need to edit the 01_start_of_game_effects.txt file. scripted_effects seems like one of the folders that doesn't care what the filename is so you should be able to just call it whatever and can include only the entries you wanted to change from 01_Start. For compatability purposes and all that.
megamen212 28 Dec, 2018 @ 10:12am 
Hello, I made an elementary localization into the Russian language, I would be grateful if you add to the mod, here is a link to localization https://drive.google.com/open?id=1miDk7KCreaStQ2uLtmvNYx_1kIAgphoF
Xenoce 20 Dec, 2018 @ 6:57pm 
This is a really cool idea! You could make a whole series out of unique civic mods, especially with spiffy RP implications like this one!
The Nega Druid 19 Dec, 2018 @ 5:39am 
Definitely immediately turn on Social Wellfare when you start... extra unity and crime doesn't immediately go insane.
Toc 17 Dec, 2018 @ 3:40pm 
Thanks for the mod, I really like this as a starting scenario. It gives new possibilities for the one planet/system challenges.
AlphaAsh  [author] 16 Dec, 2018 @ 10:59am 
And how much buggering about with your economy did you have to do to afford Utopian Abundance from the get go?

My point being, if you're willing to work with the civic, then yes, you can actually have a strong start. That was my intent. You're still eating up a civic slot - that's the trade, and a good one.
KYDuck 16 Dec, 2018 @ 10:55am 
I love the mod, but I made an empire that only lacked one housing from the start. Also, with utopin=an abundance, all of the unemployed pops just, make science. Too overpowered, but I love the concept.
Demiurge 16 Dec, 2018 @ 1:17am 
This is a really cool option and something me and friends have been talking about wanting to see. Here's my suggestion though, make this the default and use the civic to let you start with enough housing and amenities to support it.
dustfang61 15 Dec, 2018 @ 4:38pm 
oh man this is what africa is gonna make us into too hahaha
Rough 15 Dec, 2018 @ 3:28pm 
Fun times =)
thelazygun2001 15 Dec, 2018 @ 8:07am 
Nice. Cheers mate