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Duke of Adamski

First Lieutenant
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Aug 19, 2007
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Is there a way to mod an increase in the frequency of these in the game? if so how would you go about doing it?
Thank you for you replies.
 
Not tested, but i assume you can increase the chance by editing the Stellaris\common\solar_system_initializers\special_system_initializers.txt file.

Look under the ->

# Primitive Civilizations
special_init_02 = {

and adjust the usage_odds = value there

EDIT: Just tested and yeah, increasing it to like 100 will generate a lot of primitive cultures.
You can further play around with the percentages of chance to spawn industrial, medieval, atomic, space age chances as well.
 
Last edited:
Excellent, thank you for your reply and help in this.
 
Not tested, but i assume you can increase the chance by editing the Stellaris\common\solar_system_initializers\special_system_initializers.txt file.

Look under the ->

# Primitive Civilizations
special_init_02 = {

and adjust the usage_odds = value there

EDIT: Just tested and yeah, increasing it to like 100 will generate a lot of primitive cultures.
You can further play around with the percentages of chance to spawn industrial, medieval, atomic, space age chances as well.

The vanilla value is 6, which is a little confusing. If I change that to 12 is that effectively doubling the likelihood of pre-FTL civs, or is it some sort of percentage value?
 
This is exactly what I'm looking for in a tiny mod. Thank you for pinpointing the spot. (Now I just have to figure out how to mod so the base file doesn't have to be edited directly....)

--Khanwulf
 
This is exactly what I'm looking for in a tiny mod. Thank you for pinpointing the spot. (Now I just have to figure out how to mod so the base file doesn't have to be edited directly....)

--Khanwulf

There is a mod that does increase the number of pre-FTL civs: teamcommunity.com/sharedfiles/filedetails/?id=683899151

It seems to me though that it overdoes it somewhat, especially with those in the Early Space Age. I've had a couple of games where tiny little empires kept cropping everywhere as those civs developed into proper empires.

Not tested, but i assume you can increase the chance by editing the Stellaris\common\solar_system_initializers\special_system_initializers.txt file.

Look under the ->

# Primitive Civilizations
special_init_02 = {

and adjust the usage_odds = value there

EDIT: Just tested and yeah, increasing it to like 100 will generate a lot of primitive cultures.
You can further play around with the percentages of chance to spawn industrial, medieval, atomic, space age chances as well.

Could you further explain how you managed to alter the chances of the individual types appearing please? I'd like to give it a go myself but I'm a little perplexed.
 
There is a mod that does increase the number of pre-FTL civs: teamcommunity.com/sharedfiles/filedetails/?id=683899151

It seems to me though that it overdoes it somewhat, especially with those in the Early Space Age. I've had a couple of games where tiny little empires kept cropping everywhere as those civs developed into proper empires.



Could you further explain how you managed to alter the chances of the individual types appearing please? I'd like to give it a go myself but I'm a little perplexed.

There are 2 major blocks of random chance generation going on. One for the industrial type of ages, which are Industiral, Machine Atomic and Early space age.
You find the random chance value by looking for this bit

init_effect = {
prevent_anomaly = yes
random_list = {
# Industrial Civilization
50 = {

Just change the 50 value to something different. Lower for less chance and higher for more.

A bit under that you find the chance values for the sub ages.

last_created_country = {
set_graphical_culture = industrial_01
random_list = {
25 = {
set_country_flag = industrial_age
set_primitive_age = industrial_age
}
25 = {
set_country_flag = machine_age
set_primitive_age = machine_age
}
25 = {
set_country_flag = atomic_age
set_primitive_age = atomic_age
}
25 = {
set_country_flag = early_space_age
set_primitive_age = early_space_age
}

And a bit lower under that you find the second large block for medieval civs. Which include Bronze, Iron, Medieval, renaissance and steam ages.

}
# Medieval Civilization
50 = {

Again just change the 50 value.

And the individual chances are these.
last_created_country = {
set_graphical_culture = preindustrial_01
random_list = {
20 = {
set_country_flag = bronze_age
set_primitive_age = bronze_age
}
20 = {
set_country_flag = iron_age
set_primitive_age = iron_age
}
20 = {
set_country_flag = late_medieval_age
set_primitive_age = late_medieval_age
}
20 = {
set_country_flag = renaissance_age
set_primitive_age = renaissance_age
}
20 = {
set_country_flag = steam_age
set_primitive_age = steam_age
}
}
}


To sum it up a bit. By default it runs a 50/50 dice roll of either generating a Industrial or pre-industrial (medieval) civ.

And if it gets Industrial it has a even chance of spawning Industrial to Space age civ.
And bronze to steam age if it rolls the opposite.

Hopefully that made sense to you ;)
 
There is a mod that does increase the number of pre-FTL civs: teamcommunity.com/sharedfiles/filedetails/?id=683899151

It seems to me though that it overdoes it somewhat, especially with those in the Early Space Age. I've had a couple of games where tiny little empires kept cropping everywhere as those civs developed into proper empires.

Why thank you sir, I will definitely take a look at this. Actually, more tiny civs popping up would be a bonus (my main point is to study and advance them). Helps create the illusion of more time passing instead of ~200 years of gameplay.

--Khanwulf
 
There are 2 major blocks of random chance generation going on. One for the industrial type of ages, which are Industiral, Machine Atomic and Early space age.
You find the random chance value by looking for this bit

init_effect = {
prevent_anomaly = yes
random_list = {
# Industrial Civilization
50 = {

Just change the 50 value to something different. Lower for less chance and higher for more.

A bit under that you find the chance values for the sub ages.

last_created_country = {
set_graphical_culture = industrial_01
random_list = {
25 = {
set_country_flag = industrial_age
set_primitive_age = industrial_age
}
25 = {
set_country_flag = machine_age
set_primitive_age = machine_age
}
25 = {
set_country_flag = atomic_age
set_primitive_age = atomic_age
}
25 = {
set_country_flag = early_space_age
set_primitive_age = early_space_age
}

And a bit lower under that you find the second large block for medieval civs. Which include Bronze, Iron, Medieval, renaissance and steam ages.

}
# Medieval Civilization
50 = {

Again just change the 50 value.

And the individual chances are these.
last_created_country = {
set_graphical_culture = preindustrial_01
random_list = {
20 = {
set_country_flag = bronze_age
set_primitive_age = bronze_age
}
20 = {
set_country_flag = iron_age
set_primitive_age = iron_age
}
20 = {
set_country_flag = late_medieval_age
set_primitive_age = late_medieval_age
}
20 = {
set_country_flag = renaissance_age
set_primitive_age = renaissance_age
}
20 = {
set_country_flag = steam_age
set_primitive_age = steam_age
}
}
}


To sum it up a bit. By default it runs a 50/50 dice roll of either generating a Industrial or pre-industrial (medieval) civ.

And if it gets Industrial it has a even chance of spawning Industrial to Space age civ.
And bronze to steam age if it rolls the opposite.

Hopefully that made sense to you ;)

That all makes perfect sense, thanks!

I might experiment with a set-up wherein the less advanced a civ is, the more likely it is to have spawned; or put the other way around, the most advanced civs will be rarer. Such a set-up would make more sense if I could get the 'stone age primitives' planetary modifier to also be more common, but I'm yet to find where the planetary modifiers are in the game files.