Stellaris

Stellaris

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Interstellar Incorporated - A Civilian Space Odyssey v0.3.2 alpha
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1 May, 2020 @ 2:11pm
18 May, 2020 @ 9:09pm
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Interstellar Incorporated - A Civilian Space Odyssey v0.3.2 alpha

Description
Welcome to Interstellar Incorporated - A Civilian Space Odyssey. This mod is all about bringing Stellaris more to life, mostly through the inclusion of civilian and corporate fleets, but in a way that actually drives your empire's economy - nothing about this mod is purely visual, it is all functional.

This mod is an ALPHA VERSION. That means it's feature incomplete, potentially buggy, and potentially broken. If you decide to play it in its current state, you are testing it. If you do decide to do so, I really do appreciate it - testing is important to improve the mod, eliminate bugs, deal with performance issues, and move forward! So be sure to report any issues you find and provide suggestions for what you would like to see or how things could be done better. If you meet something game-breaking, try using the "deactivate IICSO" edict, but be aware that as an alpha even that edict may at various points have bugs. In other words, probably don't use this on a save you care about without creating a backup.


Current features
  • Civilian freighter ships will spawn to shuttle mined resources from mining stations back to colonies - you don't automatically get the goods until they're delivered. Once at a colony, they enter your empire totals as normal
  • Colonies spawn autonomous miners which will mine bodies that don't have mining stations built around them. The number of miners depends on the population of the colony, and they can spawn either gas miners, which mine gas giants for energy, or regular miners, which mine asteroids for minerals
  • Trade ships move between empires which share commercial pacts. Currently they will increase trade value upon arrival, but this is a very early implementation, to be expanded in the future.
  • Minor corporations, whose spawning is determined by your "Corporate Authority" policy level. These are also in a very early stage of implementation, currently they can own mining stations, but don't really provide any benefit or drawback for when they do so.
  • Two other new policies: Civilian Armament Policy, which determines how well armed your civilian ships are legally allowed to be, and Civilian Hostility Policy, which will determine how you deal with civilian ships belonging to other empires.
  • Mod removal edict. You can use this if you're hitting a bug, want to get rid of the mod, or just want to reset the mod. Activate it and wait a few days and everything the mod adds should be cleared out. But if you let the game keep going without deactivating the mod from your mod list, it'll reinitialize.
  • Debug edict. Turn this on to get a huge game.log file which will hopefully help point to what events might be causing a crash, if you get one.


Planned features
  • A LIVING ECONOMY:
  • Planets have their own local resource supply stockpiles, which is added to by local production surpluses and subtracted from by local production deficits - not from an empire-wide total, with no need to transport anything. This is waiting on an upcoming vanilla patch which should make it easier (2.7)
  • Thus, civilian ships will also autonomously transport resources between colonies, taking into account surpluses at one colony and shortages at others
  • Maluses when a colony runs out of a resource it needs (famine for running out of food, for example)
  • Traders between empires may arrive to trade and supply necessary resources at colonies.
  • Migration ships that transport migrants and refugees between planets
  • Tourist ships that move to resort worlds, alien zoos, casino station? starbase building? and can generate income
  • Civilian explorers who go out on their own to explore the new frontier, and attempts from civilians to establish their own colonies (with the empire choosing how to deal with them)
  • Prison ships for penal colonies or deep space black sites, which transport prisoners from worlds with crime
  • Slaver ships, in the same vein as above - countries who participate in the slave trade will have slaver ships transporting the "merchandise."
  • Expanded piracy. Obviously, all of these trade supply lines make your empire's economy and pops more vulnerable. Pirates will be more unpredictable, and will seek to attack vulnerable targets, potentially interrupting those all-important supply lines. Of course, this is a viable tactic for enemy empires to pursue as well. Some pirates may even disguise themselves as civilian ships until the time is right.
  • Neutral criminal elements, for example smugglers and neutral slave traders, may also bolster your economy... But may increase the strength of pirates as well. More likely at planets with crime, and can increase crime as well
  • Enforcer ships which can deal with lower levels of piracy/crime, spawn from planets with law enforcement buildings
  • Salvagers who are able to derive some resources from debris/other ruins
  • Neutral traders spawned from trader enclaves
  • Corporations expansion - at higher authority levels, having their own fleets and even systems, building branch offices, events related to corporations, etc.
  • Possible change to energy credits to make them relate to purely energy, introducing another money resource which is fueled by taxes and the like

If this interests you, join me, and together we will embark... on a civilian space odyssey.



Current to-do list
  • I've started the process of creating freight ships for every graphical culture, and I want to get that done
  • Refine civilian behavior so they know better what to do in hostiles. Right now they sometimes fly into harm's way rather obliviously. I'm also working on some pathfinding for them to be able to avoid hostiles entirely, which is a major effort
  • Add more types of civilians - tourist ships, prison barges, slavers, smugglers, etc.



Compatibility
I overwrite only the following vanilla files/scripts:
  • game_rules: can_take_hostile_actions

[discord.gg]
Big thanks to everyone in the Stellaris Modding Den for the help they've provided. Feel free to join me in channel #interstellar_incorporated for bug reports, suggestions, development discussion, etc.

Click below to become a patron of IICSO. If you choose to support the mod and its further development, thank you! But please, only support it if you like the progress that's been made so far and want to show your appreciation, not for what you hope the mod may become - it's hard to know what will happen in the future that could affect the mod's development, whether it be a Stellaris update that makes the mod impossible or my sudden death.
[www.patreon.com]
Popular Discussions View All (4)
102
12 Dec, 2020 @ 8:38am
PINNED: Bug Reports
mr_trousers
66
22 May, 2021 @ 11:22pm
PINNED: Suggestions
mr_trousers
10
20 Jun, 2020 @ 10:36am
PINNED: Performance Benchmarking
mr_trousers
390 Comments
Darius_Liznar 10 Jun, 2023 @ 9:23am 
Read down in the comments for the new version.
AOD_Danitoba 16 Jan, 2023 @ 11:24pm 
please come back. i want to see this amazing mod refit for the latest game version. i loved this mod.
Neverminder 11 Sep, 2022 @ 2:52pm 
never5get
Amanfreed 8 May, 2021 @ 8:40pm 
I wish you would return to this idea as much as I like where the new mod is going it doesn't scratch the same itch for me that this one did actually seeing the freighters going to and from the mining stations and such was just the best.
mr_trousers  [author] 11 Apr, 2021 @ 10:57am 
Yes.
Chilly Fox 9 Apr, 2021 @ 2:45pm 
so is this obsolete now?
mr_trousers  [author] 9 Apr, 2021 @ 11:49am 
Anomanomymous 9 Apr, 2021 @ 8:44am 
I was greatly enjoying this mod until I found out that sometimes after disembarking and then embarking my armies it puts my armies in civilian freighters that I can't group, or use the armies from. It's a shame it does that, because otherwise the mod is great and provides some more life to the galaxy and another way for you to mess with other empires by attacking their civilian ships to disrupt supply lines.
Wolfy Angst 3 Apr, 2021 @ 11:44am 
This is the absolute best mod I've been looking for, for so long
it will make megacorp runs so much more fun and interesting! to the mod author I applaud you highly
Spider 23 Mar, 2021 @ 3:56am 
Welp. Marking my calendar.