Stellaris
Pre-FTL Players Testing
댓글 246
john.fisher.bobbins66 2025년 6월 4일 오전 8시 40분 
ok - maybe jst v slow!
Sleeeper 2025년 6월 4일 오전 8시 32분 
Works fine in 4.0. I was just unlucky and only gained tech at 2270, mini one system challenge.
john.fisher.bobbins66 2025년 6월 4일 오전 7시 22분 
i think the recent release may have bust this, i can get the exp hyper drive but never the next one, not sure if the changes to labs has done this? hope you hav etime to fix it as always play with your mod
Alf 2025년 3월 11일 오전 11시 32분 
Does this mod make all empires pre-ftl or just the player? and the fallen and marauder empires?
AL|EN 2025년 2월 9일 오후 8시 06분 
@Getglad188 Thanks for this update!

Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.

You can also set "supported_version=v3.*" to avoid updating it for every minor version.

I've also reported this as a bug but so far no fix.
Getglad188  [작성자] 2025년 2월 5일 오후 2시 15분 
@Bunker Snake
Updating current mod content for game updates only. I'm not developing/implementing new features.
Bunker Snake 2025년 2월 1일 오후 3시 23분 
is this still being updated?
NotEnoughLigh_t1 2024년 12월 15일 오후 5시 46분 
aswell different events related to space exploration missions, diplomatic meetings, solving enviromental problems, wars, etc
NotEnoughLigh_t1 2024년 12월 15일 오후 5시 46분 
different paths
- like on earth, world wars will happen with a faction of opposing ethics of your civ attempting to control the planet like in WW2, on defeat some experimental technologies or research bonus are given to you
- technological catalyser, with result of advancement of science, rise of commercial flight, industrial expansion etc, but guarantees that it leads to enviromental problems
- the cold war begins with 2 or more powers begin influence on world, causing an espionage war and advancements on science, its likely a war happens if player makes decisions poorly
- planetary catastrophe, with approach of an asteroid your civ will begin rushing rocketry science to take it down or will transform your world into a tomb world and kill part of population
- overcrowd, with increase on population the planet begins taking bad effects from extreme urban expansion, which can or not lead to transformation of planet into a ecumenopolis
NotEnoughLigh_t1 2024년 12월 15일 오후 5시 46분 
maybe there could be different paths depending the ethics of the civilization

- Xenophiles wouldnt get so crazy about they aren't alone on universe
- Pacifists are unlikely to get into a nuclear war
- Xenophobes could unifiy into global government or one of nations lead an armada of ships when contacted
- Materialists bonus on getting the FTL faster, possibly getting minor events about space research
- Spiritualists idk send ships to space or smth to find god
- Authoritarian likely become into george orwell's 1984 depending on player decisions
- egalitarian idk
NotEnoughLigh_t1 2024년 12월 15일 오후 5시 30분 
this looking good, but sometimes primitive societies might not get into wars, for example pacifist civilizations, xenophile civilizations can find the alien visitors not that bad (having way less chaos)
redragons 2024년 12월 5일 오후 12시 42분 
@Getglad188 I posed some suggestions here. I know its alot but if implemented I think this would keep the player engaged until finding FTL.
redragons 2024년 12월 5일 오후 12시 41분 
POST WAR
If you win the war, you are given a modifier for the rest of the game 'We fought the heavens'
. A special monument is also built. 'Planetary Salvation Memorial' that counts as unity and amenities for the rest of the game. Later there can be a special bonus event where you can invite visitors to see the monument and remember your glory.
+10% morale bonus always as defending armies and relations bonus with all Pre FTL societies,


INTER STELLAR ASCENSION

Defeating the alien invader automatically finishes FTL progress, if alien invasion never happens there is still a special event when the technology is found. Finding FTL comes with a special building 'Interstellar Exploration Museum' And comes with unity bonus (but less than defeating the invasion). Stability also gets 20 year bonus.

You get a scientist with special trait 'first explorer' put him in your science ship and he will be honored by your civilization forever more.
redragons 2024년 12월 5일 오후 12시 40분 
Two ways to defeat the alien empire by special event

1. Develop a secret weapon that can cause invading ships to be destroyed on impact (this weapon can only be used during the war). Once weapon is used the aliens will leave and the war is over.
2. 'Unleash AI'
For a smaller cost than secret weapon you can build a robot army to fight the invaders, creating a new robot species that looks like the player species. The scripted robot army will vanish when war is over (for now).

The catch? There is 33% chance the AI species will perform an uprising against you and will invade your planet, usually their size will be 25% smaller than your regular army but if AI wins you become an AI civilization and then decide what to do with organics based on normal game play conditions
redragons 2024년 12월 5일 오후 12시 40분 
Finally if first contact AI chooses war, then you get a unity boost and the damage rate of all garrisons increase. Your garrisons also triple and have reduced upkeep costs for 10 years. (this also comes with production penalties for the 10 year period.
The AI civ that chooses war get a scripted invasion, (10-60 ships) and a range of 20-40 invading army groups. If the ground invasion is defeated the war ends, however if players think their army is not strong enough they can resort to special measures
redragons 2024년 12월 5일 오후 12시 40분 
TYPE 2 (Not) INDEPENDENCE DAY

Finally if aliens show up, this triggers 'crisis mode' but crisis mode differs based on who is coming. The first civ that comes can decide to 'ignore, befriend, or fight. A civ that ignores or befriends you will still cause chaos on planet (people realize they are not a lone). However in both cases there can be an spy story line where you can take their technology for yourself. An AI that becomes your friend will gift some techs in exchange for 50% resources from your solar system for 10 years.
redragons 2024년 12월 5일 오후 12시 38분 
I very much like this idea, but if this project is restarted it must be story driven. The Civilization will go through challenges before discovering FTL travel.

Part I
TYPE 1 TRANSITION CRISIS

For one, we can think of ideologies that would oppose space exploration or force you to go about exploration the way 'they want'. The first contact protocols can be pushed back to when your civilization first makes a ship. Militarists will perform a coup demanding you enact aggressive first protocols. Refusal can lead to a nuclear war (that changes your species and turns planet into tomb world) or rebellion where you lose power, but you maybe be able to bribe such forces into standing down. Environmental disasters spawn the closer you get to FTL technology showing the painful transition into a TYPE I civilization.
Oveja con Alzheimer 2024년 11월 27일 오후 4시 53분 
good evening, i am oveja i was for a long time a leading member of the New Order mod in Hearts of Iron IV, and I was head of its coding department. both games' scripting is very similar and i have dabbled in various PDX game modding in the past, including some personal modding for stellaris. i was thinking of this mod some time ago and i had the idea to maybe create a new version for it because back in like 2018/2019 this was my favorite mod, then i found you, you have my infinite thanks. i would like to offer my help if you were to need it.
LTylercc 2024년 11월 26일 오전 10시 12분 
I can die happy now
NotEnoughLigh_t1 2024년 11월 14일 오후 4시 39분 
could the AI stl or ftl option be an galaxy generation settings and not an event in start year... it show ups the name of all nations in galaxy and ruin the exploration a little
NotEnoughLigh_t1 2024년 11월 14일 오후 4시 19분 
we finally getting a old mod back.

does the mod also affect primitive civilizations once they finish the early space era?
Getglad188  [작성자] 2024년 11월 8일 오전 8시 10분 
Good morning/evening/goodnight all. My annual month of inspiration is beginning, and I hope to update this mod again (at least bringing it up to the current game version). Stay tuned :p
Ea-Nasir 2024년 10월 23일 오후 3시 05분 
Is this still working?
Straiada 2024년 3월 18일 오전 10시 27분 
Could we have a mission or task to research this technology from the events panel? There could be a little story to it, as well.

Primarily, it's just an idea for single-player campaigns as the technology takes over 40-60 years to show up despite researching required techs.
john.fisher.bobbins66 2024년 3월 18일 오전 10시 21분 
just wondering if this will be updated? also wondered if the STL issue could be addressed by a decsion ie invest x minerals, food etc and MTTH 50 years you get a ship arriving at a nearby system?
ToGG 2024년 1월 30일 오후 10시 44분 
Anybody know of a shared systems mod that works that I can pair with this? Miss using this mod, the belt, true scale etc to get the expanse vibe
Echo Seven 2023년 12월 20일 오후 3시 36분 
> Just pushed a fix for it, should work now :)
That is just so super kind! Thank you for doing that, I really appreciate it. THANK YOU.
Getglad188  [작성자] 2023년 12월 11일 오전 8시 58분 
It'd be a big undertaking to develop my own, and I'm not in a place to do it right now, possibly in the future tho. Can guarantee the below mod would be beyond anything I can make tho.
Getglad188  [작성자] 2023년 12월 11일 오전 8시 57분 
The best primitive player mod I found is Playable Katzenartig Imperium. It's also kept up to date, and far better than anything I can make tbh
Xyllisa Meem Paradox Station 2023년 12월 10일 오후 11시 27분 
And I apologize if I am being a bother, but how likely are we to see the primitive player mechanic make a return? I never got around to being able to use it, and would love to use it in modern stellaris.
Getglad188  [작성자] 2023년 12월 8일 오후 9시 52분 
@Xyllisa

Eager Explorers is a bit broken with this mod. If you select/create an empire with that perk, you not only start with subspace drives (which is fine imo, think of it as an actual eager explorers), you also start with normal FTL as an available research option. I'm opting to keep it now for role-play reasons. Maybe you want a specific empire to start the game with a headstart, but not all AI for example.

And it can take more than 100 years for sure. There are some research pre-requisites that if you don't research, will never allow you to research FTL tech. They are in discussions under spoilers if you wanna look them up. If you know what they are, and pick them the first couple of times they come up, you should be able to research FTL in under 100 years. RNG could mess that up too tho, I suppose.
Xyllisa Meem Paradox Station 2023년 12월 8일 오후 12시 54분 
A couple questions I had real quick.

With the Eager Explorer perk, do you start with subspace drives or do you have to research it using this mod?

Also, I wasn't certain if it was normal but it took me more than a hundred years in order to start colonizing other systems. I was curious if this was intended, and if advanced start effects whether AI players start with it or not.
Getglad188  [작성자] 2023년 12월 5일 오후 9시 39분 
Check the "spoilers" thread in the discussion board and make sure you are researching the necessary pre-requisite technologies (there are 2, and they might not be something you normally would research as they alone are kind of meh).

Are the AI that spawn at the beginning of the game eventually reaching the tech? Or is it just FTL empires younger than 100 years not reaching the tech level yet. If they aren't getting there ever, it might be a modlist issue. One fix there might be having this mod as low as possible on your list.
Straiada 2023년 12월 5일 오후 3시 19분 
After all this time, I'm still playing this mod and it's incredible how much fun I can get in a single system. Sadly though, I'm 200 years into my current playthrough and the tech hasn't showed up, not for me nor for the AIs (which have been around for less than 100 years).
Any ideas what might be the cause or what I can do to fix it?
Getglad188  [작성자] 2023년 11월 17일 오전 8시 12분 
Just pushed a fix for it, should work now :)
john.fisher.bobbins66 2023년 11월 17일 오전 2시 09분 
To agree with the poster below - cant build colonisation ships/construction ships - not sure if this is deliberate?
The Noob 2023년 11월 17일 오전 1시 18분 
After the release of Pyxis 3.10.0, this mod no longer allows you to build colonization ships, construction ships and scientific ships at the beginning of the game.:steamsad:
Mikara 2023년 11월 4일 오후 12시 08분 
just get the first contact dlc if you want that.
Mikufan39/Marie Poppo 2023년 10월 13일 오전 12시 27분 
Would it be possible to have pre FTL as an origin?

both as an extra challenge and so the AI doesn't get stuck
Pietrooperv 2023년 10월 11일 오후 6시 02분 
@Getglad188 Thanks! I'd love to be able to use this mod. It's been so long since I've found a working pre-ftl players mod. Thanks again!
Getglad188  [작성자] 2023년 10월 11일 오후 4시 38분 
@Pietrooperv
Will do soon. Currently engaged in an interstate move and will do so as soon as my PC is set up at the new place. Might be a few more weeks
Pietrooperv 2023년 9월 18일 오후 4시 29분 
Author, can you please implement the person below's fix?
echoAwoo Bot (Very Easy) 2023년 8월 30일 오전 2시 54분 
File path is ".../steamapps/workshop/content/281990/2269373328/common/technology"
1 easy change and that's it.
echoAwoo Bot (Very Easy) 2023년 8월 30일 오전 2시 52분 
I found the fix for it, you can make it locally and not require a new mod.
In the zPreFTL_phys_tech.txt file, remove the "modifier = { factor = 0 is_ai = 0 }" part from the hyperdrive tech defs and they will research the tech just fine.
echoAwoo Bot (Very Easy) 2023년 8월 29일 오후 3시 38분 
I, too, can confirm that AI empires never appear to research it
john.fisher.bobbins66 2023년 8월 22일 오전 2시 14분 
love the mod - but seem to have a bug in that none of the ai nations seem to have developed ftl? the latest run through im on its 2368 and ive come across two ai empires - both still stuck. i have planetray diversity and its associated habitat mod, archeology mod, and more vents - are these conflicts?
Robert Robertson 2023년 8월 14일 오전 10시 43분 
Does this mod affect all Empires, or just the player? Cause I don't want to find myself in a galaxy that's already filled up, I just want to spend a couple decades building up the home system, and maybe its neighbors using more grounded interstellar travel like solar sails, or nuclear propulsion.
Homozygote 2023년 8월 11일 오전 5시 14분 
OMGGGGGGGGG ITS UPDATED
truelove101992 2023년 7월 26일 오후 8시 16분 
Loving the mod!
Straiada 2023년 5월 28일 오후 5시 49분 
Great, I'm checking right now and it works. At first, the new cloaking slot below the sensors slot didn't add the module when selecting it, but I just had to clear the design so it showed the X on the slot and now it works.
Much appreciated!