Stellaris

Stellaris

90 ratings
Stellaris *X* Federated (2.2.3)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
8.401 KB
3 Jan, 2019 @ 3:46pm
1 Change Note ( view )

Subscribe to download
Stellaris *X* Federated (2.2.3)

Description
Start with one or more additional colonies.

The mod adds a new civic, Federated Colonies, to the game. Take this civic and you'll start the game with several additional worlds already colonised and all the issues you'd expect with that. Deal with those well and find yourself heading into the galaxy with a very strong start.

See the slideshow for more details. You will need to be a democracy with some degree of xenophile or egalitarian in order to take this new civic.

COMPATIBILITY
Built against Stellaris v 2.2.3. Won't work properly with earlier versions of the game.
The vanilla file common/solar_system_initializers/empire_initializers.txt is over-ridden.
Not ironpants/cheev compatible.

Want to say thanks for the mods I make? Clicky one and cheers for your consideration!
[paypal.me]
[www.patreon.com]
[ko-fi.com]

31 Comments
AlphaAsh  [author] 9 Jun, 2019 @ 12:06pm 
Vaeringjar 12 Apr, 2019 @ 6:49am 
the number of starting planets seems to vary wildly

one start gave me 2 planets, another I had 5
McGee 31 Mar, 2019 @ 5:18pm 
This mod doesn't seem to give you any colonies when you have your starting system set as sol. It does however, still give you a few starbases in neighboring systems.
AlphaAsh  [author] 10 Feb, 2019 @ 2:02pm 
I'll restrict taking the civics together in the next update.
Gomk 10 Feb, 2019 @ 12:30pm 
Works Incorrectly with syncretic evolution trait:
On colonies there are some random second species instead the prescribed one
AlphaAsh  [author] 13 Jan, 2019 @ 9:54am 
Unintended interaction. One I won't be changing :)
redexodus87 13 Jan, 2019 @ 8:09am 
I don't know if this is an intended compatability with your other mod, "crowded worlds" but I've noticed that if you take both, you start out with several crowded worlds instead of just 1. It's a really interesting start, though I couldn't survive the economic collapse that followed
AlphaAsh  [author] 12 Jan, 2019 @ 9:46am 
"One thing I did notice though is that outside of Sol, only AC starts colonized even if there is a colonizable planet in one of the other systems with an outpost." Human system starts are unmodified. So iirc their second neighbour system is a generic, which is modded. I'm surprised AC is colonized - I thought that was a special system initializer too. edit - No I'm not. That's the event code catching it.

I like your suggestions to expand the mod chap, and I'll add them to the to do list.
tilarium 12 Jan, 2019 @ 8:47am 
I've started a handful of games as humans with this mod active and haven't run into any issues. Going lots of testing with other things that require constantly loading up new games to check. I like that it's not a guarentee of what you get. The only thing that remains consistant is that I have a colony on Alpha Centauri with outposts in 2-4 other systems. One thing I did notice though is that outside of Sol, only AC starts colonized even if there is a colonizable planet in one of the other systems with an outpost.

I do have one suggestion. Expand to allow Oligarchic governments to take it as well. And if you're not opposed, making additional versions of this (can all be on the same mod) for imperial and dictorial and another for hive but with them both getting different sets of effects. Not something that's needed but something that would be awesome to have.
AlphaAsh  [author] 12 Jan, 2019 @ 4:08am 
@Hairball