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(Originally posted in the main forums here.)

Inspired by Stellaris' Dev Diary #31, I had the idea that a curated Anomaly Pack mod sourced from the community would be a great addition to the Stellaris experience. Contributions from many modders, whether they contribute a single Anomaly or a hundred of them, simple results or complex chains of events, all assembled and normalized into a single consistent package for users.

To be clear: This is intended to be a community mod, not something I'm asking for Paradox to do.

Since Exploration is intended to be a large part of Stellaris gameplay, a larger pool of Anomalies to draw from will stave off the "seen these anomalies all before" moment where exploration becomes dull. Ideally such an Anomaly Pack can keep the game's exploration fresh even hundreds or thousands of hours down the road.

Packaging Anomalies from multiple contributors helps spread out the effort of writing new content while minimizing the overhead (publishing the mod, dealing with conflicts, etc) for anyone who just wants to write a handful of anomalies.

Restricting the mod to just Anomalies allows for a wider audience, being attractive to players who may not normally play mods (like me), and also makes it easier to incorporate wholesale into other mods. The only non-Anomaly change I am considering would be, if it's possible, to add a note or tooltip in the Anomaly popup to mention the Anomaly's author.

Curating it is important for maintaining a "standard of experience" and not jarring the player out of their immersion in the core game experience. Such a mod would aim to incorporate Anomalies from many contributors while ensuring a consistent level of quality, balance, and tone in line with the base game itself (i.e. not seeking to alter the "Stellaris flavour").

Editing is also important, which would be making sure that the package of anomalies as a whole is not too slanted in favour of specific kinds of results (e.g. too many "extra minerals" and not enough "extra energy"), specific traits/governments (as I imagine some anomaly options, like any events, may be restricted by those things), too many Anomalies re-using the same picture, reviewing/reworking anomalies when patches come out with balance changes, correct language/spelling/grammar, and other such details.

I plan to initially take on the Curating & Editing roles.

Once I get my hands on the game I will look into creating this mod, as there's not a whole lot of "prep work" or research that can be done before then (not least because of the need to study the set of anomalies that ship with the game to get a feel for their "macro balance"), but hopefully within a week or two of launch I'll have enough of a handle on things to start writing some anomalies and, if there's any community interest in contributing to such a thing, to accept submissions.

======

My main goal is to create a mod that players can feel confident about adding to their game to simply get "moar anomalies" without significantly changing the feel of Stellaris or diluting the quality.

Along the way, hopefully I can:

* Make it easy for people who are feeling creative to just write a few anomalies and not worry about much else
* Provide a useful source of "standardized" anomalies for other modders
* Provide more exposure to experienced modders writing their own anomalies for other mods


From a practical standpoint, here's how I (perhaps naively) expect things to work:

0. Everyone spends some time playing Stellaris & learning how it works
1a. Willing authors contribute their anomalies (super bonus awesomeness if it comes with artwork) to me via the forums/email/carrier pigeon*/link to a website or published mod.
1b. I browse the Steam Workshop/mod forum actively looking for "good" anomalies
2. I do the curating/editing thing: Fix any errors, tweak the language, tidy stuff up, juggle the art, etc. ALL CHANGES DONE ONLY WITH AGREEMENT BY THE AUTHOR(s) (although I expect I may adopt a "if you voluntarily contribute material you agree to allow me to modify it without having to constantly pester you" policy to cover previously-contributed work that needs to be updated). If the changes look to be significant I may ask the author to rework with suggestions. If the work is deemed simply unsuitable, it will be politely rejected (possibly with suggestions to make it more suitable). I will also ensure that authorship is attributed somehow, as a first/last resort I'll add a line to the anomaly text but hopefully it can be a little more elegant than that. I claim no rights to your work other than "you let me publish it in a mod".
3. Add the new content to the mod to be published in the next update. Too early (for me) to judge what will be a good update schedule, but "not too quick and not too slow". Possibly coinciding with major Stellaris patches.
4. The world explodes in Stellaris ecstasy forever**.

*Don't do this, you will never get your pigeon back.
**This may or may not happen - projections are fuzzy.
 
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Anomaly suggestion 1: You discover a primtive space probe. When analyzed it reveals the faraway location of the early space age civilization that made it.
The civilization is xenophilles, and the probe has a sign that says: We welcome all speices. Come, and let us trade and study together in peace.
But will you?
 
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Anomaly suggestion 1: You discover a primtive space probe. When analyzed it reveals the faraway location of the early space age civilization that made it.
The civilization is xenophilles, and the probe has a sign that says: We welcome all speices. Come, and let us trade and study together in peace.
But will you?

I like the concept, but I don't think it's possible to actually make the story come true - such a civilization may not exist, and forcing one to appear (if that's possible) far away from the empire that finds it will be next door to someone else.
 
I like the concept, but I don't think it's possible to actually make the story come true - such a civilization may not exist, and forcing one to appear (if that's possible) far away from the empire that finds it will be next door to someone else.
You can very easily create a new country during game (hell, the effect is even called create_country), which can be placed in an unowned system, either neighboring the player or a certain radius. You can also set it's appearance, ethics and to pre-FTL, essentially doing everything benjaseth proposed :)
 
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Possibly, but I think it would feel weird as a player to be controlling the country that got picked. Remember that anomalies are not player-only.

I don't know much about modding, yet, though, so what's possible and what's not is very fuzzy to me. I've spent a bit of time looking at the game files but if someone can point me to some better documentation somewhere that would be very useful :)
 
So put an ai = yes line in the trigger to avoid that! I assume it exists, it's been in all previous games. I don't think better documentation exists yet. Event modding for CK2 has pretty good documentation on the Wiki, I'll link you to the Conditions page, which has everything that can go in trigger or If blocks, and at the bottom it has links to all sorts of other documentation, which you can use to get an idea of what sort of commands might exist.
 
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Anomaly suggestion: Black Star Streets (inspired by Perry Rhodan: http://www.perrypedia.proc.org/wiki/Schwarze_Sternenstraßen)

If you find this anomaly, which has an absurdly high chance to fail for level 1 - 4 scientists for reasons shown soon, your scientist will report to you that they have found a station "orbiting" a black hole, under the event horizon (therefore invisible, it won't spawn any actual stations in-game).
After completing a special project which should take quite a long time (maybe even years?) you will get the notification that they have found a huge network of stations that somehow connects all black holes of the galaxy through some kind of unknown technology. The text will tell you that it might be an ancient transportation network (hint: it is ;)).
You then tell your scientist to go to the black hole where you got the anomaly, where he will start sending signals towards the station trying to tell it what place it should connect to. This will be a special project that should only take one or two months, not too long actually. It will send your scientist to a random black hole upon completion!

And from now on, you can always use black holes to travel to other black holes, and you can even choose where to go :)
This travelling could work similar to the feature that lets you instant-survey a crystal-creature system for a certain amount of energy credits: When you enter a black hole system you can choose to either "Use Black Star Street" or "Don't use Black Star Street". If you choose "Use" it will give you a list of all systems that contain a black hole (and are therefore valid destinations), excluding the system you are in [if excluding this would be possible]. You need to pay quite a lot of energy: officially, to get the signal to the station, through the event horizon; but actually it's just to have a use for energy credits, which are currently extremely abundant since you use minerals to do everything :D

I hope that such a feature could actually be programmable. I know almost nothing about modding Paradox games and therefore I can only help with ideas :(
It would add some interesting strategic options to the game, especially in an otherwise hyperlane-only game. Also, it can really give you huge bonuses if you are lucky enough to get it in the beginning, and that's why you need so much luck and patience to get it done. But if you make it, and are lucky enough to have nobody else having this ability, you could indeed be a really dangerous threat to the galaxy.
It's also dangerous to use in the beginning, as you might stumble upon some of the creatures that live near / in black holes (Void Clouds) and those can easily rip apart anything.

Basically: Huge bonuses in every part of the game, but you need a reasonable lot of luck and patience in every stage of enabling this feature, and using it to travel to unknown / unobserved systems is always risky.
 
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I like the primitive probe idea. One possible chain to go with it is that the probe leads to a nearby system that has a habitable planet. The planet will have an anomaly that reveals the ruins of an ancient civilization that ran afoul of the First League. The world could either be a tomb world or it could be a habitable planet with a "primitive" civilization. The system could also have a derelict cruiser or two that is revealed during the system survey.
 
So is this a community you are attempting to setup? Is there a group somewhere to join? I've been trying my hand at making an anomaly but since I knew nothing of modding to start with it's been a bit of a challenge writing the anomaly up.
 
So is this a community you are attempting to setup? Is there a group somewhere to join? I've been trying my hand at making an anomaly but since I knew nothing of modding to start with it's been a bit of a challenge writing the anomaly up.

I hadn't really thought of it as setting up a community, but I guess it is kind of like that. From that perspective, setting up a group of some sort sounds like a good thing to do. Mostly I'm a programmer and not an organizer of people, so to start I've been slowly working on writing some of my own anomalies. However I'll look into something for communication. Thanks!
 
The probe idea reminded me of that one Babylon 5 episode which could be turned into an event as well.
For those that don't know what I'm talking about, the probe would ask you a series of progressively more difficult question to prove you're worthy to receive the advanced knowledge it can provide. Each of the questions would, in Stellaris terms, be a science project of one of the three areas. When you have successfully completed all projects in a strictly limited timeframe, the probe will decide you're advanced enough to be a potential threat to it's creators and self detonate. In the Babylon 5 episode, it'd have destroyed the station, but since stations in Stellaris are utterly unremarkable (and there's no type anywhere resembling B5 in the game anyway), the event should trigger for densely populated planets and then destroy them / turn them into asteroid belts or a tomb world.
HOWEVER, as events in Stellaris go, this one could have an alternate outcome where successfully answering all questions would indeed provide you with highly advanced knowledge.
When in doubt, it'd always be the safest options to just ignore the probe, after it's ultimatum would expire the drone would just disappear neither helping nor harming.
 
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