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Elimdur

More Events Mod Team
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Oct 30, 2011
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DC8A01B0DD7FEF2EA35725509C828A356E005D3D

Compatible with Version 1.2.1

Do you think the randomly generated starting systems lack character? Then this might be the right mod for you!

This mod aims to add more interesting starting systems to use for the player and custom AI empires while keeping everything balanced - for the most part. Starting planets will be size 16 as usual and the celestial body count will stay reasonable. Every system added will have a detailed description so you will know ingame what to expect.

http://steamcommunity.com/sharedfiles/filedetails/?id=711413459

At the moment this mod adds 6 systems:
  • Qastliani System:
    • The Qastliani System, once home to an ancient long forgotten civilisation is now again cradle to a young species reaching for the stars.
    • Homeworld - Size 16
    • 1 Sun, 1 Destroyed World, 2 Molten Worlds, 8 Asteroids, 1 Gas Giant and 2 Frozen Worlds
    75587221DEA4E986BEE7B238DFF6537E1ED70752
  • Ikor System:
    • Ikor - a binary star system - may be scarce in orbital ressources but it is teaming with life. Your civilisation is the first to reach for the stars. How will your presence influence the other species sharing this system with you?
    • Homeworld - Size 16
    • 2 Suns, 2 inhabited Planets, 1 Gas Giant and multiple Moons and Asteroids
    BB73C0AA72A715EA6C4E2FD700351CAFE217F01A

  • Resh´Tar System:
    • The Resh´Tar system with three habitable planets orbiting their sun on the same orbit though now long abandoned seems to have once been subject of an experiment of stellar scale.
    • Homeworld - Size 16
    • 1 Sun, 2 Habitable Planets, 12 Asteroids
    7B25C483206864759DB2D022878035AA12BC597A

  • Daedalus System:
    • The Daedalus System features a very special world. Your Ancestor´s legends tell of a great cataclysm destroying your world and dooming your people to extinction. But then the gods climbed down from the heavens to lead your people to their new home in the sky. Though the gods may be gone but their gift to you remains.
    • Homeworld - Size 16
    • 1 Sun, 2 Molten Worls, 2 Gas Giants, 1 Barren World, 4 Frozen Worlds
    3837237777FDA0E52C68784E2990346416E96234
    6E8295E89B803C0F2D931F445984313688599C1E
  • Re´etii System:
    • The Re´etii system once center of an ancient empire lies in ruins. Their worlds have been burned and their biggest achievement - a giant ringworld - has been destroyed. Your species was once nothing more than pets in one of their zoos. You were lucky enough to outlive your former masters and now rule over the last habitable parts of your ringworld segment.
    • Homeworld - Size 16 (all tiles but those with your pops are blocked with destroyed infrastructure and slums)
    • 1 Black Hole, 4 Nuked Planets, Destroyed Ringworld
    • This is a fixed and rebalanced version of the "Children of the Ancients" mod created by Belannear. Unfortunately he seems to have abandoned his great work. After the last Stellaris update it was bugged and I don´t want to let his work go to waste.
    • Changes from the original version:
      • Homeworld - Size reduced from 25 to 16
      • added more tile blockers to Homeworld
      • added custom planetclasses for the ringworld parts used in this starting system to prevent getting an unbalanced amount of engineering research points
    63860EF304C5B3D981A017CE63171AEF3B5E3461
Mass Effect Systems:
  • Tikkun System:
    • Homesystem of the Quarians of the Mass Effect universe.
    • Homeworld - Size 16
    • 1 Sun, 1 Toxic World, 1 Gas Giant, 1 Barren World, 7 Asteroids
    • get the Quarians here: http://steamcommunity.com/sharedfiles/filedetails/?id=708669421&searchtext=quarian
      Though they come with their own custom starting System (Kealer System, which has some issues because of oversized objects) they lack their original / reconquered system.
    889C1157A80B8967E3DD136D4CFE8DA514A0C0AF

Work in Progress:
  • Mass Effect home systems (turian, salarian, krogan and asari)
  • Starting system with your homeworld being inside the asteroid belt with orbiting asteroids and craters as tile blockers.
  • Dwarven (with the dwarven race mod in mind) home system "Durin´s Forge", with your race starting on what you believe to be your home planet. In a neighboring system ("Durin´s Hall") will also be a ringworld planet (similar to the one in my "Daedalus System but with a nuked planet and a destroyed ring) which you will later find out to be your true home planet lost in ancient time due to a great disaster nearly destroying your whole civilisation.
    While i will be able to make the system in a relatively small amount of time I also plan to have an event chain coming with the system to reclaim your former home world and restore the ring to get a size 16(without ring)/25(with ring) world. Of course this will be expensive as hell to make it balanced.

Compatibility with other mods
  • Incompatible with "Milky Way Unleashed" and possibly other static galaxy modsbecause this mod - and others like it - uses an event at gamestart that reverts capital planets back to the native planet class of the species living on it to solve a static galaxy bug.
  • As this mod does not change any vanilla files and uses only new files it should be compatible with as good as any other mod out there.
Known Issues:

Major Issues:
  • Everything reported until latest patch has been accounted for. To get rid of invisible planets you have to start a fresh new game. All other problems should be solved even for ongoing games. If you still come across any problems let me know. Please also confirm the issues have been solved for you.
Minor Issues:
  • localisation - I have filled all the gaps in Names and Descriptions but if I missed one of them let me know and post the code line shown ingame.
  • The planet clones, I will use in the Dwarven System, show up in the Tech screen when researching the colonisation tech for each planet class. This results in what seems to be a double entry. The only way to prevent that, would be to remove any research requirements from that planet classes which in turn would lead to other empires being able to colonize that world in case its populace would have been purged for whatever reason. This possibility might be neglected...So i might remove those requirements again in future.

Do you have special wishes or ideas for new starting systems or ideas how to improve the existing ones? Please let me know!

I hope you enjoy this mod :)


Credits:
  • Belannear - original creator of the "Children of the Ancients" custom starting system.
  • Zednosius from "More Events Mod" team for helping with ringworld code and starting event for the Resh´Tar System to make sure the two other planets don´t get the player´s native planet type.
  • Nikkle - creator of "RingWorld Cluster" mod for providing the assets and code from which my ringworld derives.
 
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//Edit: Posted this, then started a new game, and saw you had updated the mod on the workshop. So it's quite possible you fixed some of these already.

Leaving it here anyway since it might help.
-----

Love the new home systems but there are a few problems with this mod.

1) Not necessarily a problem by itself, but listed anyway: the new homeworld types can spawn in random galaxies.
2) Several planet types, tiles, lack descriptions
3) The 5-ring world spawns as a second star in an existing system and the rings can cut through other planets. Haven't seen the 4-ring world but it looks like the same can happen.
4) The 'planetary ring' type world's ring can clip through other moons or the planet, if this planet type spawns as a moon.

I've fixed all this in my own game, sort of.

Here's the localization I added in my own game to give everything (I've seen so far) a description:
Code:
 planetary_ring:0 "Rocky World with Ring"
planetary_ring_desc:0 "A rocky world with a nitrogen-oxygen atmosphere. It is orbited by an ancient but highly advanced Ring World."
planetary_ring_tile:0 "Ring World Terrain"
planetary_ring_tile_desc:0 "Pristine terrain carefully maintained by the Ring World's internal systems."
planetary_ring_nuked_tile:0 "Ring World Terrain"
planetary_ring_nuked_tile_desc:0 "Pristine terrain carefully maintained by the Ring World's internal systems."
pc_mhs_ringworld_seam:0 "Ring World"
pc_mhs_ringworld_seam_desc:0 "An immense band encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
pc_mhs_ringworld_seam_damaged:0 "Ring World"
pc_mhs_ringworld_seam_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the superstructure appears irreparably damaged."
pc_mhs_ringworld_tech_damaged:0 "Ring World"
pc_mhs_ringworld_tech_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the superstructure appears irreparably damaged."
pc_mhs_ringworld_habitable_damaged:0 "Ring World"
pc_mhs_ringworld_habitable_damaged_desc:0 "An immense band encircling the system's sun.\n\nThis section of the superstructure appears irreparably damaged."
solar_ring4:0 "Quadruple Ring World"
solar_ring4_desc:0 "Four immense bands encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."
solar_ring5_hab:0 "Quintuple Ring World"
solar_ring5_hab_desc:0 "Five immense bands encircling the system's sun.\nBuilt to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence."

---
In mhs_rwc_planet_classes.txt:
I don't know how to prevent the clipping of the 4- and 5-way ringworld, so I simply set them to not spawn at all by adding spawn_odds = 0 for solar_ring4 and solar_ring5_hab. It looks weird to have two suns in a system in the first place, since it never happens otherwise.
By the way, none of the starting systems currently in the mod use them so I guess it's unfinished or leftover code.

Added to file (from vanilla):
Code:
@habitable_min_distance = 60
@habitable_max_distance = 120
@habitable_spawn_odds = 2

Added to planetary_ring and planetary_ring_nuked:
Code:
    min_distance_from_sun = @habitable_min_distance
    max_distance_from_sun = @habitable_max_distance
    spawn_odds = @habitable_spawn_odds

    can_be_moon = no

Changed class of planetary_ring to planetary_ring1_nuked_entity so it isn't invisible.

Removed planetary_arc since it's unfinished (entity does not exist).

Added to end of file so the AI can give the planetary ring planet names:
Code:
random_list = {
    name = "rl_habitable_normal"
    planets = {
        planetary_ring      
        planetary_ring_nuked
    }
}
----

These edits did not affect the starting systems which, as I said, I really like.

Hope this helps a bit and that you keep the mod updated for future patches, if needed :)
 
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Ok this is quite a big post. :)

OK I already fixed 1 and 2

3 should not be a problem as I added spawn_odds = 0 to all custom planet classes. I never wanted them to spawn randomly anyway, they are a leftover from the ringworld cluster mod i used as reference to make the Deadalus System starting planet.

4 as stated in 3 those custom planets should never spawn anywhere but in my homesystems where I handselect their position and so on. I messed it up pretty much^^ but i hope by now everything should work as intended.
 
I've been meaning to mod this for myself one of these days, but I think it's interesting enough idea to be worth your time: a system with a gas giant that has at least two moons. One of them is the race's homeworld. Another, nearby, named "Regret", is a tomb world. The backstory can be left to the player's discretion.
 
Here you go. This should work until the next update hits. As they change how habitability works and add two new planet classes i´ll have to rework parts of my mod then.
 

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