Stellaris

Stellaris

451 ratings
Yet Another Galaxy Enhancement Mod
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1.086 MB
11 Mar, 2018 @ 7:19am
5 May @ 4:34pm
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Yet Another Galaxy Enhancement Mod

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
Use the Elliptical galaxy shapes to navigate between densities. You will not see many new galaxy sizes unless you do this!

With 3.14 and 4.0, any map mod with custom galaxy sizes will require my unofficial patch to function properly. A lot of stuff will not properly function without it.

This includes a number of spawns. If I have not finished updating the patch, please wait for me to update it before using the alternate galaxy sizes.

Legacy version for 3.5 and earlier can be found here.

This mod does several things for galaxy generation. Takes advantage of the new 'cluster' generation.

It operates on the principle of least surprise. Maxing out both primitives and advanced start empires will cause a lot of advanced starts to fail to generate.

Commentary is welcome, but this is first and foremost my own personal mapgen mod.

========================================================================

1) Tweaks galaxy generation to produce somewhat less mazy results on 1.0 hyperlane gen. Larger clusters, sometimes with higher than vanilla internal connections, with more bridges for empire starting clusters, making them less likely to get boxed in.

2) Adds about ~4,000 new star names, 200 new black hole names, 48 new species names, and some other base names. These are more curated than most other namelists you will find.

3) It adds several new galaxy sizes.

Nano (100 stars): By popular demand.

Massive (1,250 stars): At this size, all leviathans should spawn, but may be missed as some stars will fail to generate. Not much slower than 1k star galaxies, generates in reasonable time. Guarantees all special spawns except for the ruined megastructures, Sanctuary, Zanaam, and max gateways. Recommended This is a pretty good balance for seeing most things in a galaxy and performance.

Enormous (1,500 stars): Performance here is still 'okay', especially if you cut down on habitable worlds. No leviathans will be missed due to stars failing to spawn.

Gargantuan (2,000 stars): Practically guarantees maximum gateways.

Titanic (2,500 stars): Guarantees all special spawns except for the Ruined Dyson Sphere (SSC=2), Sanctuary (SSC=2), Zanaam (SSC=3), and the Ruined Ringworld (SSC=3), though some may be missed from a failed spawn.

Colossal 3k (3,000 stars): No guaranteed advantages over Titanic, except there is no chance a failed spawn will clobber something. I'm actually considering running this or 4k as a standard game now. As of 4.0, this seems to be a fairly good pick. It takes my old laptop ~10 minutes to generate.

Note that some stars will fail to generate. This isn't so bad below 3k stars; you lose about 20-30 spawns, from 'Massive' to 'Titanic'. This gets far more noticeable in the higher Colossal settings.

Higher Colossal presets.

Warning You will need to be very patient for cache rebuilds. The L-Cluster - and any mod that does something similar - will take a very long time to perform a proper cache rebuild, so understand if it's not open yet, the game may appear to hang and go 'not responding' for a very, very long time. This has not actually crashed on me, but it sure can look like one.

Certain things take exponentially more time as the galaxy grows. Weird stuff starts to happen for me at 4k stars, though the game remains playable.

Colossal 4k (4,000 stars): Guarantees Zanaam and the Ruined Ringworld. I've currently played this through about 100 years in, though it is more of a 'play while doing something else' sort of game.

Colossal 5k (5,000 stars): Guarantees everything unless a spawn fails, which usually around 100 do. Generation takes about 40 minutes on my laptop. Civilizations can get blocked if you try to max out everything.

Colossal 6k (6,000 stars): Guarantees everything. Takes about 2 hours to generate on my old laptop.

The Ridiculous presets have been disabled as Stellaris caan no longer generate them on my machine. Or most peoples'.

4) [s]Tweaks galactic map scale and camera settings so you can actually view the entire galaxy and still see the stars as all distinct, even on 5k.[/s] Crashes, and was causing compatibility issues.

5) Fixed ring galaxies boxing out. They'll seem a bit smaller/fatter, however.

7) [s]Increased fallen empire limit, to 7/8/10/12 for the four 'core' sizes and 12 for the colossals, forr those with mods adding more fallen empires. [/s] This no longer seems to work, sadly.

8) Massively increased potential AI selection. Has trouble pushing above 90, but the option is there.

9) If you choose 'Cluster' for starting empire placement, it will now behave as per 'no clustered starts'.

10) Added option for 0.25 hyperlanes.

========================================================================

Future Plans

Add enough star names so I can pull the IAU, Constellation, and Exalted names out, possibly into their own mods. Do something different with Exalted - maybe its own namelist.
Add more empire and species names. Starting to get repetetive.

========================================================================

My Main Stellaris Mods
=============================

These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
=============================

These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.

Supporting Me
=============================

I now have a Patreon:

[patreon.com]
Popular Discussions View All (1)
10
30 Mar, 2023 @ 6:29pm
20K Stress Test
TrueWolves
416 Comments
Wairui 13 May @ 8:16pm 
Thanks for the prompt reply despite my mistake of writing in #2, when actually I meant the #3 function I didn't need - but you've well answered my question.
Ariphaos  [author] 13 May @ 5:18pm 
@Wairui it's the custom sizes that require my patch. A lot of stuff, like Cetana, Cosmogenesis, the Tiyanki, Become the Crisis, Cosmic Storms, piracy, etc. uses hardcoded galaxy sizes (tiny/small/medium/large/huge) to determine various factors.

My patch converts all of these checks to star count checks.
Wairui 13 May @ 4:26pm 
First time user of your mod set - fantastic work you've done here. Thanks!
Now I like to use this mod but I have no need of function #2 of 10, which also requires Unofficial Patch (3.14) (U.P.) that I don't want to subscribe. Would the rest of the 9 functions in the mod work without the U.P.?
Ariphaos  [author] 7 May @ 2:38pm 
@Martok if you're using my patch, no.

If you generate a new galaxy, you may need to delete the interface file.

@Silver Knight no. You basically have to look it up inside your save file. My last 6k star test generated 5830 stars, so it's still fairly robust.
@Ariphaos Is there a console command to tell you how many star systems were generated?
Martok 6 May @ 11:38pm 
Any idea if I'm going to have problems with my current 3.14 campaign?
Ariphaos  [author] 5 May @ 4:35pm 
Alright, now on 4.0.

If you are still generating galaxies in 3.14, you may need to delete the interfaces file.
Ariphaos  [author] 5 May @ 10:04am 
@Vr. Yes, I'm testing the 6k star start at the moment. Attempting denser empire placement and seeing what star and empire count I get.

I will update it before my patch, but it is still going to require my patch - if you play on a non-default galaxy size without my patch (no matter the mod), things will break.

I've also added .25 hyperlanes and a nano galaxy (100 stars) as @ppga and @tim88435 requested.
Vr. 5 May @ 9:46am 
Hello, question, are you going to update it?
76561198449602055 8 Apr @ 3:20am 
played multiplayer game with one other person and insta desync. Could it be other mods we have going causing that or is this a known issue with this mod?