Massive Sol System for Primitive Players Stellaris


Massive Sol System for Primitive Players Stellaris

June 5th Update is out! Check the discussion forum or upload notes for more details!

– – – – – – – – – – – – – – – – – – – –

Features:
-Massively expanded number of planets & orbital bodies.
(34 total! Vanilla had 20.)
-24 New planet & moon textures.
(12 original, 10 from Real Sol Textures, 1 from I Love Sol)
-Two Modified Solar System custom starting systems
(Scaled to either a size 12 or size 25 starting planet. AI starts have been adjusted for balance. The size 12 start is if you’re looking for a slower start and to give the AI a desperately needed slight advantage.)
-Optimized for Primitive Players.
(Low tech buildings, lots of objects to survey, lots of potential stations to build.)
-Realistic planetary distances.
(Vanilla distances between planets are arbitrary.)
-Realistic relative planetary sizes
(To each other, not to distance. Stellaris can’t handle a true-to-life scale.)
-Revised scale.
(Planets will appear much more proportional to other stellar objects.)
-Revised star generation/spawn rate.
(Now /MUCH/ more realistic. Class M will be about ~76% of stars, etc)
-Tweaked planet/moon generation/spawn rate.
(Systems now have the potential for MANY more moons than vanilla, and they also have the potential to spawn completely berefit of planets.)

Started out as a version of Lion’s great ‘Sol System Expanded’ mod edited for Pode’s & Malevolence’s exciting ‘Primitive Players’ mod. I have been modifying & developing this mapset to be better suited for ‘Primitive Players’ and mods typically used with it. Please let me know if you have any ideas or suggestions!
(Will likely release a Vanilla optimized version in the near future!)

This mod is likely to be incompatible with:
Any mod that changes the default Sol System start.
Any mod that adjusts System Scale.
Any mod that adjusts vanilla stars.
If you’re curious about compatibility, I have a list of modified/utilized files in the Discussions section.

Future goals/ideas: [Obviously, some of these will be better suited to be companion or modular mods, and won’t be included in this one.] -Looking for solutions to be further compatible with The Belt.
(Currently have the asteroid belt simplified into Inner/Middle/Outer Belt, represented by Vesta/Ceres/Hygiea. Can’t make them much bigger.)
-Add planet modifiers to Sol system planets.
(Looks like it has to be done via event for some odd reason.)
-Release non-primitve version.
(Seriously though, try Primitive Players before you knock it.)
-A more vanilla balanced version of the mod
(Still tweaking.)
-Make compatible with Milky Way Unleashed
(Probably will need to be in the form of a separate mod.)
-Adjust planet/system creation to be more realistic.
(I’ve made pretty significant headway, but this still needs more work.)
-Add gas dwarf planet type.
(Not really sure if this is necessary. I may just adjust Gas Giant’s size range.)
-Revamp terraforming.
(Slower, pay upkeep – not lump sum. Ability to terraform more planets.)
-Rebalance habitats.
(Reduce in size, change tradition to add ability to add on additional tiles)
-Rebalance megastructures
(Slower construction, pay upkeep – not lump sum. Make significantly better.)
-Address Mining/Research Stations & Frontier Outposts
(Add pops/tiles? Treat as low level habitats?)
-More star classes.
(I’ll be looking into More Star Classes by Kepler68 for this.)

Credits:
daevilnome
1 Star2 Stars3 Stars4 Stars5 Stars


What is Stellaris mods?

A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect (e.g. the way it looks or behaves) of a video game. Mods may range from small changes and simple tweaks to completely new games made within a video game. Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now.




You may also like...

Leave a Reply

Your email address will not be published.