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Hegemon4Hire

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63 Badges
Aug 28, 2013
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  • Europa Universalis IV: Pre-order
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Series Description

This mod series is intended to improve immersion and roleplaying through qualitative content additions. This begins with name lists, flags, and prescripted empires with interesting lore. The overall design is modular so that you can pick and choose which content you want to use. Long term, the mod series could grow to incorporate other features such as events, all in the name of (balanced) immersion and roleplaying. Ultimately, I would like to develop events specific to each faction, helping to provide a unique narrative tailored to their lore when playing as them.

Series Components


Interstellar Essentials
Interstellar Extras - Humans
Interstellar Extras - Mammals
Interstellar Options - Star Names
Interstellar Options - Kel-Azaan & Paridni

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Interstellar Essentials

This is the core mod for the "Interstellar Immersion" mod series. Additional content packs in the series will require this mod to function properly.

Core Features:
  • Flag Backgrounds - 210 new flag background patterns for use with your custom empires or RNG species
  • Name Lists - 12 new highly detailed name lists with a variety of inspirations; 8 human, 4 mammalian themed lists
  • Solar System Initializers - 8 new initializers, each with unique flavor and tweaks; start on Mars after WW3!
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Interstellar Extras - Humans

This is a modular component in the "Interstellar Immersion" mod series. It REQUIRES the "Interstellar Essentials" mod to work.

Core Features:
  • Pre-scripted Human Empires - 8 new human empires with unique lore, name lists, and starting conditions inspired by various science fiction and alternate history sources; none are currently set to spawn as AI empires

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Interstellar Extras - Mammals

This is a modular component in the "Interstellar Immersion" mod series. It REQUIRES the "Interstellar Essentials" mod to work.

Core Features:
  • Pre-scripted Mammalian Empires - 4 new mammalian empires with unique lore, name lists, and starting conditions to better flesh out your galaxy; each is set to automatically spawn as an AI-controlled faction in any new game unless you are playing as them

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Interstellar Options - Star Names

This is a modular component in the "Interstellar Immersion" mod series. It has no dependencies. This mod is INCOMPATIBLE with any other mod that replaces the Stellaris/common/random_names/base/00_random_names.txt file.

Core Features:
  • Star Names - 3,800 star names to REPLACE the stock names used in galaxy generation; based on real astronomical naming conventions and traditional star names from societies across Earth

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Interstellar Options - Kel-Azaan & Paridni

This is a modular component in the "Interstellar Immersion" mod series. It has no dependencies and should be compatible with any other mod.

Core Features:
  • Re-Enabled Stock Pre-Scripted Empires - Re-enabled 2 pre-scripted empires that were in the Stellaris game files but which were disabled when the game launched; these empires use all of the default settings originally assigned to them by the Stellaris devs, but their traits have been tweaked slightly to comply with the meta implemented in Stellaris 1.2

    NOTE: This mod was created at the request of Steam user "King Tuna Sandvich". These empires are similar in depth to the other stock empires in Stellaris and do not meet the same standard of detail as other pre-scripted empires in this series.
 
  • 2
Reactions:
This is pretty cool. Just curious, do you have any plans to expand on the stories of the pre-scripted empires?
Not sure if you picked up the mods yet or just read the bios on the Workshop pages. Each of the empires has additional story content that is delivered in the start screen message upon game start.

Beyond that, I would like to expand on the lore for each of the pre-scripted empires in this series by writing new events. I'm envisioning a system where a series of events would fire periodically over a 100-200 year period, portraying the evolving story of the founding species and the wider empire as you play the game. The player would of course be able to make key decisions related to these events, and they would be at least somewhat reactive to emergent events in the game. Also, since several of the pre-scripted empires in the complete roster have intertwined histories, these events would also address those relationships/destinies. But, first things first, I need to learn how to code events! :p

Those are really cool! Please more!
Thank you! I'm working on some more.