Stellaris

Stellaris

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2.813 MB
25 Mar, 2022 @ 11:45pm
15 Feb @ 4:39am
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More Home Systems

Description
Compatible with Version 3.14.*

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.

This mod adds the following 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 16-20
    • 1 Sun, 1 Destroyed World, 2 Molten Worlds, 8 Asteroids, 1 Gas Giant and 2 Frozen Worlds
  • 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 16-20
    • 2 Suns, 2 inhabited Planets, 1 Gas Giant and multiple Moons and Asteroids
  • 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 16-20
    • 1 Sun, 2 Habitable Planets, 12 Asteroids
  • 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 16-20
    • 2 Suns, 2 Molten Worls, 2 Gas Giants, 1 Barren World, 4 Frozen Worlds
  • Kholdan System:
    • The Kholdan system is a trinary star system consisting of a small binary star system orbiting a red giant and his planets. Your homeplanet is located inside a massive asteroid belt orbiting the red giant. Its surface is littered with craters from previous impatcs that forced your species to develop subterranean.
    • Homeworld - Size 16-20
    • 3 Suns, 3 Molten Worlds, 1 Gas Giant, 2 Barren Worlds, 2 Toxic Worlds and various Asteroids
  • Durin's Forge System:
  • 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 - Ringworldsegment
    • 1 Black Hole, 4 Nuked Planets, Destroyed Ringworld
    • This is a fixed 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.

Mass Effect Systems:
All home planets are randomly sized 16 - 20 like the others.
  • Tikkun System:
    • Homesystem of the Quarians and Geth of the Mass Effect universe.
    • get the Quarians here: http://sp.zhabite.com/sharedfiles/filedetails/?id=708669421
      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.
  • Parnitha System:
  • Aralakh System:
    • Homesystem of the Krogan of the Mass Effect universe.
  • Pranas System:
    • Homesystem of the Salarians of the Mass Effect universe.
  • Trebia System:
    • Homesystem of the Turians of the Mass Effect universe.
  • Harsa System:
    • Homesystem of the Batarians of the Mass Effect universe.
  • Phontes System:
    • Homesystem of the Elcor of the Mass Effect universe.
  • Aru System:
    • Homesystem of the Volus of the Mass Effect universe.
  • Maskim Xul System:
    • Homesystem of the Rachni of the Mass Effect universe.
  • Kyzil System:
    • Homesystem of the Vorcha of the Mass Effect universe.

Compatibility with other mods
  • Now compatible with "Milky Way Unleashed"
  • possibly incompatible with other static galaxy mods because they might us 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
  • This mod overrides the file "utopia_on_action_events.txt" in order to prevent pops whos homeworld is one of the custom planet classes to end up with a messed up planet preferrence. Having another mod override this file will mess up my fix, but would not break the mod. If you don´t use any systems that use planets other than the 9 standard habitable planets as homeworlds for your or other species, you won´t experience any problems.

Do you have special wishes or ideas for new starting systems or ideas how to improve the existing ones? Please let me know in the comments or discussion section.

FAQ:
Q: My syncretic Species has an unknown habitability trait/ringworld trait. WHY?
A: Don't use syncretic species on ringworld or custom planet class starting systems. The new system makes it nearly impossible to solve this issue...
Q: I did a kybernetic ascension, now my species has a wrong habitability trait. WHY?
A: Don't use ringworld or gaia planets(without the trait) or custom planet class starting systems if you plan to do this ascension. The ascension system takes the homeworld planet class for creating the new species when ascending...

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 code for the planetary ringworld
45 Comments
VoiD 21 May @ 12:12pm 
Would it be possible to add a 3-star system with the starting world + 2 habitable worlds and each habitable planet orbiting another star? of te hsin gld A bit like Resh'Tar? It could be interesting for an empire that doesn't extend beyond its home system (mainly for flavour), and I think this type of 3-star solar system is magnificent.
Janlitschka 6 May @ 10:48am 
Hey, how is the 4.0 Compatability? Thank you!
Malthus  [author] 15 Feb @ 4:43am 
I changed the on_action to on_planet_surveyed so it should now also prevent your quest from being cut off if someone else gets the system first.
Please let me know if it works now as expected. I got no time for test games right now.
MrArcaneGates 15 Feb @ 2:55am 
FYI there is a bug with the durin's hall quest, due to the recent change the event on surveying Khazad Dum doesn't fire and is stuck in the situation log (wrong scope - expected ship got fleet).

You can somewhat circumvent this issue as a user by opening the console and tiping effect random_owned_ship = { ship_event = { id = mhs_durin.5 } }, this will scip the expedition project and allow you to colonize the planet but it will not assign the + 50 % habitability modifier to the planet. That being said it's probably trivial to do that with another add_effect but it doesn't matter to me as i'm playing robots.
tilarium 4 Nov, 2024 @ 6:52am 
How so?
Blagden 2 Nov, 2024 @ 2:28pm 
This doesn't seem to work in 3.14.
kinngrimm 31 May, 2024 @ 2:32am 
I intend a void player playthrough currently and the game does not give me the option to choose an alternativ system other than void systems.
Is there a way to make special systems spawn "next or close" to my home system or at least reaveal all system names so one could b-line for one?
tilarium 17 May, 2024 @ 1:17am 
Nope
(DADDI)Busty Bush 16 May, 2024 @ 6:55pm 
Is this mod crashing anyone else's game on 3.12?
Malthus  [author] 18 Apr, 2024 @ 1:15am 
It should. Maybe some origin or civic combinations could have incompatibilities with the more special systems. If you come across any, let me know and i'll see to fix it.