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Mod Theory: System and Planet Generation

This little thought bubble is mainly about the numbers of different types of stars that should generate to create a realistic galaxy. Let's start with the Star Types:

Star Class Frequency
  • B - Blue Giants - 1 in 800
  • A - Dwarf Star - 1 in 160
  • F - Yellow-White Dwarf - 1 in 33
  • G - Yellow Dwarf - 1 in 13 (sun goes here)
  • K - Orange Dwarf - 1 in 8
  • M - Red Dwarf - 19 in 25
Using this kind of frequency would mean that most star systems would be M class systems.

A 1000 Star galaxy in Stellaris would have 1 Blue Giant, 6 Dwarf Stars, 31 Yellow-White Dwarfs, 77 Yellow Dwarfs, 125 Orange Dwarfs and 760 Red Dwarfs. Assuming no black holes or pulsars, which of course there will be.

Once I know exactly what other kinds of system types Stellaris has we can get to calculating them up. Correction: There are 1 million black holes for every 1 billion stars so from that we can work out that there will be 1 black hole in every 1000 systems generated in my mod.

Onto planets. I'll only be dealing with habitable planets for the moment. Now realistically the frequency of the types of habitable planets should go something like this:

Habitable Planet Frequency

  1. Desert Worlds
  2. Arctic Worlds
  3. Tropical Worlds
  4. Arid Worlds
  5. Tundra Worlds
  6. Continental Worlds
  7. Ocean Worlds
And while that's all dandy and should be easy to implement, it presents a serious balance issue. I'll work this out once I have my hands on the game a bit more. However I can say that there will be 4 habitable planets for every 10 stars when the galaxy is generated. So 1000 star galaxy? 400 habitable planets of various types out there just waiting to be colonized.
 
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I am keeping an eye out for Realism mods so i will be following this intently. No pressure.;)
 
Mod Theory: Leaders and Traits

I wanted to get onto this subject quickly as I feel it's essential to making my mod have depth and character. Your leaders are the faces of your game, the individuals with which you interact and whom drive your Empire in it's steps into space. They should be more than pretty modifiers.

First of all let's look at the philosophies I will be applying to all leaders.

Good, the Bad and the Ugly... Traits

Leader traits will be rethought. Currently they all seem to be positive or positive slants of characteristics. I would like to create three types of traits.

Good traits would be things like Charismatic, Well Educated or Strong. These are called good because they are positive, lawful and selfless. Bad traits would be things like Rude, Machiavellian or Weak. These are called bad because they are negative, unlawful or selfish. Ugly traits would be things like Zealous, Veteran or Aristocratic. These are called ugly because they are neither positive or negative, and a good portion will be related to ethics.

Each trait would come with events that would give each Leader a character.

Leaders are Products of their Surroundings

Leader traits generation would be affected by the ethics and government of your Empire. If possible the primary-ethics of your Empire will make your leaders more likely to generate traits related to your chosen side of each ethos dichotomy. Spiritualist peoples will generate more zealots and theologians, materialists will generate more magnates and corporatists, militarists will generate more veterans and expansionists.

The government of your Empire would also take an effect. Democracies would have the largest slant towards Good traits, Oligarchies would have a balance between all traits while Autocracies would have slant towards Bad or Ugly traits. Further the government ethics type would have some effect as well, with Autocracies having the strongest slant towards traits of their government's ethos and Democracies only having a slight slant.

Our flaws are what make us Human (or Alien)

Just like real life people our Leaders are flawed creatures. Leaders will be just as likely to generate straight up Good traits than Bad or Ugly ones. Leaders with two good traits might be a good choice, but good people don't necessarily make good Leaders. Further your Leaders aren't sitting around doing nothing, they're putting their flaws to full use.

You'll get events popping up saying that your generous Governor has instituted welfare programs in his sector, draining energy credits for some time. Or perhaps your aggressive Ruler has been heard saying some questionable things, angering all non-primary pops.

You'll be able to deal with these events in different ways but you will occasionally have to suffer your subordinates.

Leader Types

Scientists

The pursuit of more and more advanced technology comes with a unique brand of traits. Some scientists will be more cautious, others will be experimental and some might even be "augmenting" their abilities with some special sauce. The kind of person you put in charge of your science ships and research will affect your development massively so choose wisely.

Governors

Governors tend to be well in line with the ethos of your empire. They will have an even greater variety of traits based on the interpretations of your ethos choices. Letting someone command a sector or core world is a big choice. They will come from all walks of life unlike the three other leaders. They might have been asteroid miners, spacers, bureaucrats or engineers before they went into public life. They will bring what they have learned into their new job.

Admirals

Admirals are highly skilled officers, expertly trained in the methods of war in the unforgiving field of stellar fleet combat. A fleet led by and Admiral will crush greater enemies not led by a commander. However they are people as well and will bring their baggage too. Some Admirals might even become resentful of your rule or treatment of the Navy.

Generals

Generals are veritable geniuses in terms of planetary combat. The complexities of managing an entire war for a planet are mind numbing yet these people can carry it out with relative ease. Military forces without generals are at a severe disadvantage against General led forces. Like Admirals they are people and are deeply concerned with your treatment of the Army.

Ambitions

There might also be some traits that certain Leaders have that tell you something about their deepest ambitions. These traits come under the Ugly branch. For example a Leader with the Corporate Ambitions trait will actively work towards materialist goals, perhaps against you and perhaps even with the aim of overthrowing or undermining your rule to try and bring about their goals. These Leaders are highly skilled and effective, their drive to achieve their goal driving them to become the best person they can be.

It's just whether or not you'll want to deal with their subversive nature in return for their skills.
 
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Mod Theory: Ships and Space Combat

Let's get onto this interesting subject. Ships will be a serious investment, their construction expensive and taking quite some time. When you eventually get to the larger Battleships you'll find yourself planning a few years in advance to receive your fully equipped ship. Additionally civilian ships will become more expensive to maintain and possibly eat away at your influence as well as your energy credits.

Below is a basic idea of how fleet size, maintenance and combat strength will all relate. Smaller ships will be maintenance efficient while larger ships will be combat strength efficient. The following is a tentative example:

Corvette
Fleet size 1, Relative Maintenance cost 0.5, Relative damage 1​

Destroyer
Fleet size 3, Relative Maintenance cost 2.5, Relative damage 4​

Cruiser

Fleet size 5, Relative Maintenance cost 6, Relative damage 8​

Battleship

Fleet size 9, Relative Maintenance cost 14.5, Relative damage 18​

Before we get onto combat let's look at the weapon types and their defences. Remember this is a realism mod so unfortunately we will not be indulging silly and inaccurate sci-fi tropes about the three weapon types and their defences.

Missiles and Point Defence

Missiles are very slow firing long range weapons however they are also be the kind of weapon that when it hits, it hits hard. Point defence is a nice realistic way of nullifying missiles. So missiles and point defence are energy cost low and mineral cost high. Their maintenance costs mainly minerals.

Projectile Weapons and Armour

Contrary to popular belief projectile weapons are medium to long range weapons that fire very fast but do only a little damage each time. Armour is a nice realistic way of minimising projectile damage. Projectile weapons have a moderate energy cost and a moderate mineral cost. Their maintenance costs half and half mineral and energy.

Energy Weapons and Shields

Energy weapons are immensely damaging, able to punch through feet of metal but are short range and are incredibly energy expensive to maintain and use compared to the other two types. Shields are incredibly unrealistic but we can find ways of creating realistic "shields", these would require energy to maintain just like the energy weapons they shield against.

Space Combat

This is short and sweet. Space combat should really play out quicker than it does currently. Ship to ship combat would occur at best over a few days. While it might look cool to have a battle rage over weeks and even months, that's not realistic. The attrition warfare is on planets, not in the void of space. Ships would probably have to die much quicker therefore.

Additionally Admirals are going to play a big part, with far more effective combat traits than vanilla. Meaning that the right commander could make an un-winnable fight an equal battle or turn a stand-off into a curb stomp.
 
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Star Class Frequency
  • B - Blue Giants - 1 in 800
  • A - Dwarf Star - 1 in 160
  • F - Yellow-White Dwarf - 1 in 33
  • G - Yellow Dwarf - 1 in 13 (sun goes here)
  • K - Orange Dwarf - 1 in 8
  • M - Red Dwarf - 19 in 25

If you add all of these together you end up with a remainder of 47 in 171,600 (they don't exactly add up to 1). Is this leftover for black holes and pulsars?
 
If you add all of these together you end up with a remainder of 47 in 171,600 (they don't exactly add up to 1). Is this leftover for black holes and pulsars?

No, that's just the frequency of different types of stars and the tiny remainder is I believe a type of star so rare it's not worth mentioning and putting in the mod. And on black holes I'll quote myself:

"there are almost as many black holes as there are stars. This might make the game drastically less playable if every second system is an uninhabitable black hole. So with them we'll probably go with something like 1 in 10, so they remain frequent like in real life but not so frequent they become a barrier to playing."

I'm still looking into pulsars but I imagine they'll be quite rare.
 
I've looked at your design document, and I think it sounds really promising! I've always enjoyed mods that slowed down the game in favour of increasing its breath and depth. I'll be sure to keep an eye out for your youtube channel.

The only thing I feel is 'missing' from your design document would be more in-depth Ethos and Government interactions. And some concerns regarding the playability of decreased travel speeds. However, you seem to have put significant thought into it and in the end, it'll be easily moddable anyway if someone prefers a faster speed.

Looking forward to seeing this develop in the future!
 
The only thing I feel is 'missing' from your design document would be more in-depth Ethos and Government interactions. And some concerns regarding the playability of decreased travel speeds.

Some of the Leader interactions I have planned and the friction events between your central government and the devolved planetary and sector governments will add depth to Government interactions as they will be flavoured by your Government type.

I'd like to create a deep range of events that can develop internal conflict on an Ethos level but I'll need to see what the kind of modding we can do before I can determine to what extent the Ethos conflict extends.

Also I will aim to expand the available government types by quite a bit.

Travel speeds will be vigorously play tested and as you said, what I can mod you can mod. :)
 
If you're going to do a realism mod, why not just use a star chart and model the nearest thousand stars to Sol? We even know the planets of some of them.
 
However currently in the Milky Way it seems like there are almost as many black holes as there are stars. This might make the game drastically less playable if every second system is an uninhabitable black hole. So with them we'll probably go with something like 1 in 10, so they remain frequent like in real life but not so frequent they become a barrier to playing.
That's way too many black holes. This estimate puts the number of black holes at 1/1000 that of normal stars - 1 million black holes for every 1 billion stars in the galaxy. And of course only a single one appears to be supermassive.
 
That's way too many black holes. This estimate puts the number of black holes at 1/1000 that of normal stars - 1 million black holes for every 1 billion stars in the galaxy. And of course only a single one appears to be supermassive.

You are actually correct, I double checked my source, I'd misread million for billion. So no worries. My posts stand corrected.
 
If you're going to do a realism mod, why not just use a star chart and model the nearest thousand stars to Sol? We even know the planets of some of them.

True. That might be an eventuality I come to with this mod however I think making the mechanics of the game realistic is more important than making a realistic star map. So once the mod is in it's semi-final form (working with all main features implemented, with occasional updates) then perhaps I will. But for now mechanics are my focus.