Stellaris

Stellaris

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Origin: Jovian League
   
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14 Dec, 2021 @ 4:17pm
23 Jun, 2023 @ 6:06pm
17 Change Notes ( view )

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Origin: Jovian League

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
A brand-new origin where you begin in a solar system that has many small, habitable moons colonized by your empire before being able to access faster-than-light travel. Your home system begins disconnected from the hyperlane network but instead has a wormhole. You won't be contained for long, however, because you start with 30% progress on Wormhole Stabilization. Instead of guaranteed habitable systems, your home system will contain extra uncolonized, habitable moons and/or planets based on the number of guaranteed neighbors chosen at game start.

There are also variations on the original Origin: Jovian League that mirror some of the built-in origins:
  • Mechanists (requires the Utopia expansion)
  • Syncretic Evolution (requires the Utopia expansion)
  • Necrophage (requires the Necroids Species Pack)
  • Lost Colony
  • Knights of the Toxic God (requires the Toxoids Species Pack)
  • Teachers of the Shroud (requires the Overlord expansion)
  • Fear of the Dark (requires the First Contact Story Pack)
Also supported are any of the new "Eager Explorer" civics (requires the First Contact Story Pack) which begin without a wormhole or hyperlane connection to the rest of the galaxy. Enjoy an early spaceflight start and chart your expansion without the use of hyperlanes!

Special Thanks
  • doctornull for finding and helping me stomp out some bugs relating to starting hyperlanes and jovian leagues
  • Andora and transfemgodtamer for suggesting the Sol system variant that starts your empire around the original jovian planet - Jupiter itself!
  • dsecret88 for suggesting the Lost Colony variant
  • zephramwolf for suggesting the Knights of the Toxic God variant
  • Undisclosed for suggesting the Teachers of the Shroud variant
  • Originally was inspired by comments from this post on Reddit

Changes
A brand-new Origin: Jovian League with a few custom starting system initializers to choose from, plus events and effects to get things set up and some start-up screens to get you in the mood.

Because I like origins with secondary species, and I had to do the work anyway to support Driven Assimilators and Rogue Servitors, this mod also includes variations for a jovian league for Mechanists, Syncretic Evolution, and Necrophage origins (including Hive Minds). These flavors are only available to pick if the host has the appropriate DLC to unlock the respective built-in origin. Also supported are additional origins that are conceptually about space travel. After the game setup scripts run, your empire is converted to having the relevant built-in origin in order to keep the built-in benefits from that origin, such as tradition swaps, tech weights, or mechanics like necrophage.

All flavors of the jovian league origin will respect the special features of your empire - generally, ethics, origin, and civics - in the same way as the base game. Expect to have special buildings such as Temples as a Spiritualist or Chambers of Elevation as non-genocidal Necrophages.

Localisation
  • English by corsairmarks (author)
  • German (Deutsch) by Lucanoria
Compatibility
If you want to use the additional variants of the jovian league origin, the game host must own the corresponding DLC. In order to support as much of these origins as possible, the variant jovian league origins will convert themselves into their corresponding vanilla origins after the player presses the BEGIN button. This is strictly necessary for necrophages as it connects to all of the code for Necrophage conversion.

The randomization for ideal and "secondary" planet classes for the starting system initializers supports selecting one of the built-in nine habitable planet classes or equivalent classes from Planetary Diversity.

Because the jovian league origin starts the owner with four colonized moons, it has completely custom empire initialization script - that includes setting up deposits, features, and blockers; adding buildings and districts (including those tied the origins or civics), and spawning Pops of the main species (and secondary species if there is one). The empire initialization process from the base game is entirely bypassed - so mods that overwrote that code will not affect jovian leagues for better or worse. The bulk of the code for the jovian league origins runs when empires are initialized before the game starts.

Finally - because this mod overrides only a single base game code object, it should play nicely with many other mods. Built for Stellaris version 3.8 "Gemini." This mod is not compatible with achievements.

When to Install
This mod should be added before starting a new game. It is not recommended to remove this mod during a game. If you do choose to remove it, it is highly recommended to take a backup of your savegame before attempting to remove the mod.

Not Included in "Subtle Polish"
This mod is intentionally not included in my modpack Subtle Polish: A Collection of Fixes and Enhancements because it is a new origin. It is otherwise fully compatible.

Optional Mod Dependencies
Planetary Modifier Enhancements is used to apply the "Part of an Extensive Moon System" to the initial jovian moon system that hosts your homeworld.

Recommended Companion Mods
Yet Another Planetary Sky Fix to add visible, ringed gas giants to the planetary sky graphics for your starting colony worlds. Highly recommended to use another UI-expanding mod such as Bigger Planet View or Planetary Diversity - Planet View to see the full-height planet graphics, which makes the variant skies easier to see.

Known Issues
The variant jovian league origins will convert themselves into their corresponding vanilla origins after the player presses the BEGIN button (or at game start for AI players). This is necessary to support built-in features for the variants without needing to duplicate or override all of the relevant code.

Some variants of a jovian league may start with a small negative income of one or more resources. Generally, these can be resolved by prioritizing a job that produces the resource with negative income.

Error Logs
Origin: Jovian League (Teachers of the Shroud) begins with a shroud tunnel in their system. In order for it to be usable without the Shroud Beacon starbase building, it was necessary to update the conditions for when a shroud tunnel bypass counts as a node. The game logs one error message to indicate the overwrite.

Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

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Popular Discussions View All (1)
12
6 Jan, 2022 @ 8:20pm
Map Generation Heuristic
doctornull
83 Comments
Renvira 30 Sep, 2023 @ 3:16pm 
Crashes my game for some reason, loading screen gets to 100%, after a few seconds, crashes.
Tropigo 8 Jun, 2023 @ 7:41am 
thanks for the information and advice.👍
corsairmarks  [author] 6 Jun, 2023 @ 9:52am 
@Sunconure11 How would MSI get to the Jovian League system if there are no starlane connections? I considered adding variants for Broken Shackles/Payback but that is what made me decide to skip it.
Sunconure11 6 Jun, 2023 @ 7:18am 
What about an MSI-based variant as an origin?
corsairmarks  [author] 4 Jun, 2023 @ 11:17pm 
@Tropigo this might be up your alley: https://steamproxy.net/sharedfiles/filedetails/?id=2963518629

I wrote a lot of the code with Thoth. In fact I am supposed to do an update, oops!
Tropigo 3 Jun, 2023 @ 10:43am 
could you add / can you add a version / variation that would be like Syncretic Evolution, but both races are "equal"...? i.e. not Serviles trait.? something similar to Origins Extended mod's Dual evolution...? Otherwise a really great mod!
corsairmarks  [author] 8 Apr, 2023 @ 9:03pm 
For a country_event, you can use this as the trigger block:

trigger = {
is_jovian_league = yes
is_eager_explorer_empire = no # no wormhole cuz jump drives
NOT = { has_origin = origin_jovian_league_shroudwalker_apprentice } # they get psionics instead cuz they have a shroud tunnel
}
LAJ-47FC9 8 Apr, 2023 @ 8:57pm 
In my case, less "challenge" and more like... not... un-challenge... yeah, the event sounds like a great idea. Just need to make sure it only fires on Jovian Leagues.
corsairmarks  [author] 8 Apr, 2023 @ 8:40pm 
@Liara the aggressive tiered tech costs does sound like it significantly increases the challenge. My suggestion is to apply an event to add bonus progress every so often as long as the tech isn't researched (maybe 1% per year - which would auto-complete in 70 years). That means an empire can focus on some techs in their jovian league system, without completely putting themselves behind.
LAJ-47FC9 8 Apr, 2023 @ 2:24am 
As for wormholes... I have a mod that makes tech tier costs far more aggressive, putting wormholes solidly out of reach of a fledgling civilisation. You'd have it by midgame at the earliest unless you went for it immediately, which would stunt your progress massively.

Issue is, I'm not sure how to help that while also preserving your intent for the mod...