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Mod Highlight #6 - The Friends We Made Along The Way



Hello everyone!

While the devs are off frolicing in the sun, we decided this is a great opportunity to highlight (mostly) community mods!

[previewyoutube][/previewyoutube]

We wanted to change things up a bit this year, but we have such a hard time choosing between all the amazing mods on the workshop, so instead we made Michael~ do it. Michael has assembled several collections of mods each based on a theme, and then we tracked down the modders and asked if they had anything they wanted to share about their mods.

So without further ado, I present:
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The Friends We Made Along The Way

This mod collection is all based on the various storytelling aspects of Stellaris. From origins (letting the player create a unique backstory), to event mods (allowing you to create compelling narratives throughout the game). That's the reason why many people (including myself) got into the game, and that's the unique quality about Stellaris - the ability to create your own story, and fulfill your scifi fantasy.

[h3]Darkspace​[/h3]
By Exakan



Darkspace is a vanilla+ and roleplay mod, not an overhaul. DarkSpace does not change basic game mechanics and players have full control over the content, the game will only change if you choose an option. DarkSpace offers a whole host of new, unique playstyles that vanilla Stellaris doesn’t.

Features:
  • +15 Origins with unique game mechanics & asymmetrical gameplay. Some of them even have their own category of multiple civics.
  • Multiple new Civics for roleplay or game mechanics.
  • Ascension Perks for all empire types.
  • Unique playstyles (Eldritch, Plague, Nomads, Nanites, Crisis..)
  • >25 Megastructures, dependent on perks, origins or crisis paths.
  • Has the largest & most complex Nomad origin that exists right now.
  • You can become a fallen empire, and create new civilizations by hand.
  • Some portraits and shipsets (Unbidden, Organic, Fallen Empire) etc for roleplay.
  • DS is made with great cross-mod compatibility in mind.
  • Right now a story-interactive endgame crisis with multiple choices/paths is in the works




Inspiration:
DarkSpace is my personal playground. If I find an idea that I would like to play as in Stellaris, then I add it. With the "fun factor" secured for myself, I know Ill put the required passion into the project. I keep everything optional though, the player decides what the mod is doing with their game .

I never expected the mod to "explode" that much, I expected like 1k subs at start. The Stellaris community is very friendly and it makes a lot of fun to mod for them :)


[h3]Dynamic Political Events​[/h3]
By caligulacaesar

Disclaimer: When Michael~ was selecting this list of mods, he was not aware that Caligula works for Paradox Development Studios and was previously a developer on Stellaris. Caligula was recruited as a Stellaris developer after making this mod.



Stellaris empires have never really felt alive. Imagine if we (us Humans) suddenly weren’t the only species on our planet – how we get on with the others would soon be one of the big topics. Or if machines produced half our output suddenly, one could imagine it might be difficult to adjust. These societal factors are currently not represented well in Stellaris - there are the factions, but they don't have events surrounding them. Even now, 8 years past release, we still have not had the fabled Internal Politics DLC that could, possible, change this.

This mod was an attempt from 2018 to fill this void. It adds dozens of events - and some ridiculously extensive branching event chains - to give you further stories to experience and decisions to make about how you run your empire.

Features:
  • Events to do with integrating alien species, including tensions between species and your attitude towards interspecies marriages.
  • Events focusing on pops’ and factions’ specific demands (e.g. emancipation movements).
  • Colonisation Stories – your new colonists on a planet might choose their own leader or how they wish to organise themselves.
  • Establish a ruler cult to your emperor.
  • Various scandals and conspiracies.
  • Events affecting interstate relations.
  • And more (over 55,000 words of text in total).




Inspiration:
The original inspiration for my mod was twofold: firstly, I loved playing Stellaris, but the version in those days (1.6 or so) has relatively little content beyond the initial exploration, and I wanted to add more storylines to experience later in the game. Secondly, I was working a job I found very boring, and it was very nice to have a creative outlet.

After doing that for a year, I ended up being hired by Paradox, and I'm still there over 5 years later, so I think that worked out for me!

And I still keep the mod up to date, even though I don't add new event chains, because for the most part it still holds up well.

[h3]Forgotten Empires​[/h3]
By inny78




Embark on a cosmic odyssey with this mod, where a tapestry of interstellar narratives unfolds for your science team amidst the boundless realms of the galaxy. Delve into the forgotten tales of ancient precursor empires, their legacies lost in the starlit void long before your celestial journey began. Uncover hidden dig sites and engage with enigmatic anomalies that beckon with inscrutable secrets. Every discovery and encounter weaves into the fabric of your empire's destiny, steering its path through the stars.

Recommended DLC, but not required: Ancient Relics, Utopia, Synthetic Dawn, Nemesis and First Contact - these will provide additional rewards.

Features:
  • New Precursor chains
  • New Dig sites
  • New events


Inspiration:
When XVCV announced that he would stop modding, I decided that his amazing mods (Precursor Story Pack and Archaeology Story Pack) should not be abandoned. I added later some old mods that I enjoyed, with the permission of their authors Marky612 (Strange Worlds, resurrected from the Stellaris 1.6 era) and QUENTOPOLIS' Fires of Ziaskehorn.

I wanted to preserve the stories told by abandonded event mods, and also create my own with more liberties than the constraints of Extra Events Continued. So I created the Stellaris Chronicles collection (Extra Events Continued and Forgotten Empires) and started creating Forgotten Empires with a curated selection of lore-friendly stories. These stories don't require any DLC but the events can make use of them if they are present. Now that I'm satisfied with the new precursors, my focus is now on creating shorter stories and unique systems.

[h3]Basic Ordinary Origins​[/h3]
By cybrxkhan



Basic Ordinary Origins adds in several new origins that are just that - basic and ordinary. They are simple origins meant to provide alternative "default" origins to Prosperous Unification, with starting bonuses that are similarly mundane and not drastic. They won’t change gameplay significantly, but will hopefully add flavor and variety to your games so not every nation starts with the “Prosperous Unification” origin. Though this isn’t meant to be perfectly balanced, keeping in line with the vanilla origins' lack of balance, none will ideally be overpowered.

Features:
20+ new "simple" origins; usable by both human players and AI empires:
  • Antediluvian Knowledge
  • Chosen Revolutionary
  • Chosen Royal
  • Clean Energy
  • Former Scavengers
  • Global Wars
  • Great Khanate
  • Legendary Friendship
  • Lost Continent
  • Mysterious Bonds
  • One with Nature
  • Post-Post-Apocalyptic
  • Silk Road
  • Slow Evolution
  • Steampunk
  • Survival of the Fittest
  • The Gate
  • Trekkers of the Stars
  • War to End All Wars




Inspiration:
I started Basic Ordinary Origins (BOO) back in 2020 when the Origins feature was first added. A lot of vanilla's origins other than Prosperous Unification are complex and have deep storylines attached to them, so I felt there was a lack of simple origins to make things more interesting without needing the larger origins.

I've been modding Stellaris since it came out in 2016. My major mods which I started back then, and which I still maintain, are Cybrxkhan's Assortment of Namelists (CANS) and More AI Personalities (MAP). CANS adds more (mostly fictional) namelists that both players can use and AI empires can randomly spawn with, while MAP adds new AI personalities. They're both compatible with and complement BOO well.

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That’s all for this week! We’ll be back in two week’s time with another Mod Highlight!

Stellaris Starfish Plushie | LIMITED EDITION | Makeship x Stellaris



If you've ever wanted to have a citizen of the Stellaris universe staring at you from across the room, now's your chance!

Stellaris and Makeship have teamed up to bring this war criminal adorable Starfish Plushie to life -- but only for a limited time.

If not friend, why friend-shaped?

[h3]Get your very own Stellaris Starfish plushie on Makeship![/h3]

[previewyoutube][/previewyoutube]
*Suit of armor not included*

Make sure to assimilate this fanatic purifier into your empire while you can!

Specifications:
Eyes: 4
Arms: 6
Inches: 11.5
USD: $29.99
Galaxies Ruined: All of them!​

Stellaris has a free to play weekend along with a big Steam DLC sale

Paradox Interactive has had a rough few months with a game cancellation, some games not landing quite right, and a few other issues affecting the strategy giant. Thankfully, there's still some examples that show they know exactly how to make some of the best strategic experiences in gaming. Stellaris is one such game, going from strength to strength in the eight years since launch, and you can now try it for free.


Read the rest of the story...


RELATED LINKS:

One of the best strategy games ever is heavily discounted right now

Steam's biggest sci-fi strategy game finally drops new machine DLC

Steam's top space grand strategy game faces a sentient robot uprising

Stellaris Dev Diary #348 - Tips From the Devs for the Stellaris Free Weekend

by Eladrin

Stellaris is having a free weekend! Tell your friends!

Play Stellaris for free this weekend!

We’ve asked the Dev team for some tips to help new players out during their first steps out into the wondrous unknown.

[h3]Some Tips From the Devs​[/h3]
  • Don't forget to unpause the game, but don't be afraid to pause it again if you need time to think. - Eladrin
  • The different options in empire creation aren’t created equally, some empires will be more powerful than others, but regardless you’ll get more enjoyment out of the game by playing what you find fun (or what you find the idea of to be fun) without looking up the “perfect build”. - Alfray Stryke
  • Buildings don't produce Resources, Jobs produce Resources! Just because you've built a shiny new Research Lab doesn't mean there's anyone working there. Click the Population tab to learn more! - OK_Television_391
  • Stellaris has mid-game and end-game crises that you might not be able to defeat on your first try. Each defeat makes your eventual triumph more satisfying. - Eladrin
  • Read the tooltips. - PDX_Ferry
  • Not every Species eats food, some eat energy and others minerals. - Paradoxical_Nikname
  • Got a neighbor that closed the borders and rivaled you? It is a matter of time before they will declare war on you. Choose a choke point, build a star base, upgrade it with defense buildings. It might be just enough to defend the border, but for extra measure you can also build some defense platforms on the station or station your fleet there. This will enable you to mostly ignore that aggressive neighbor and focus on expanding/exploring the other direction.
  • Losing a war isn't losing the game, enjoy your moments of vengeful plotting as much as your triumphs. - Beals
  • Just because you've got slightly more fleet power than an enemy, it doesn't mean you're definitely going to win.
  • If the notifications are too spammy (or not spammy enough), you can configure them in the settings. - pthooie
  • A few Origins are more challenging than others. Doomsday, Broken Shackles, and Payback start you off with some major challenges to overcome, and may be better to save until you have a few games under your belt. - Eladrin
  • Don't worry too much about what people say is best. Making an empire with a cool backstory will keep you entertained a lot longer than one with perfect numbers! - Iggy
  • Make sure you expand you fleet early on, or you might be prey to the first neighbour you find. - Paradoxical_Nikname
  • Your pops will love the Holo-Theater building.- PDX_Ferry
  • As expected in a sci-fi game, Research is king, however this means Unity is queen - don’t neglect the development of your empire’s Traditions in pursuit of new Technologies. - Alfray Stryke
  • If you spawn next to a Criminal syndicate, keep an eye on your planets, or you might get overwhelmed by crime. - Paradoxical_Nikname
    • Correction: If you spawn next to a criminal syndicate, blow it up - Beals
  • Pops > Everything. Want to increase your power in the galaxy? Colonize, boost Pop Growth Speed, encourage Immigration... But whatever method you choose, remember ABP: "Always Be Poppin!" - OK_Television_391
  • For single player, it's good to queue up your science ship exploration and pick your first three technologies to research before you un-pause.
  • Set up a monthly trade in the Market to get missing resources.- PDX_Ferry
  • Be brave and break things, choose a clearly wrong choice, make mistakes, crack open that ancient tomb, the galaxy is yours and full of wonders! - Beals
  • But most of all, have fun, and thanks for playing Stellaris! - Eladrin


Do you have any tips for the new explorers? Share them!

[h3]Eat the Envoys​[/h3]
Stellaris is partnering with Makeship to produce a limited edition Stellaris Starfish plushie!

They may have destroyed Europa VII, but we can still be friends, right?

Click to go to the campaign!

[h3]What’s Next?​[/h3]
Summer vacations are here, so this will be the last dev diary until mid-August, when we will return with information about Cosmic Storms and the Stellaris 3.13 “Vela” update.

Have a great summer, and thank you for playing Stellaris!

3.12.5 patch released (checksum 9a6f)



Dear Stellaris Fans,

Our latest and greatest version of the game, the 3.12.5 patch, is now live and available for download.

This patch brings further fixes and tweaks and wraps up our 3.12 + The Machine Age release cycle.
Please find the patch notes below.

[h3]3.12.5 PATCH NOTES[/h3]

Improvement
  • Obsessional Directive empires that control a black hole now get an option for safe and secure storage for their commodities.
  • Reworked how Fallen Empires view empires trying to match their technological level. Unless you're a Scion, any FE level tech you acquire will accrue a stacking opinion penalty with them, that is doubled for the materialist Fallen Empire.
  • Added new building icons for the Sensorium and Simulation Sites and their upgrades
  • Species list will not longer show founder species from various contacts that do not even have any presence on any of the planets.
  • Megastrutures that are supposed to be built outside the gravity well will not be displayed in the list whilte trying to build one on top of planets or stars.
  • Nanite deposits with non-zero available quantity below 1 now appear in galaxy and solar system views
  • Nanotech empires will no longer receive ships every 5 years, and will instead gain an equivalent amount of nanites with which to build ships. They now have access to the Interdictor ship, a battleship alternative with a fixed nanite cost that can use torpedoes and hangars.


UI
  • The first Outliner tab now includes military fleets, civilian ships and armies by default.


Balance
  • Constructing an Arc Furnace in a system will now remove all trade deposits to make way for the mining stations
  • Increased the output of Haruspex and Technophants.
  • Haruspex now produce 3 Unity and 2.5 Engineering Research (was 2 Unity and 2 Engineering Research).
  • Technophants now produce 6 Unity and 5 Engineering Research (was 4 Unity and 4 Engineering Research).
  • Spyware Directives now start with Basic Cloaking Fields as a research option
  • Synaptic Subprocessing for Hive Minds now grants Augmentor Drones to Spawning Pools instead of Modular Cybernetics, however the effect on Empire Size from Districts was halved
  • Modular Cybernetics now grants Hive Minds +3 Organic Species Trait Points as they cannot research robotic technologies
  • The AI Emporium Branch Office Holding no longer provides +5% resources from jobs, instead it provides +1 Identity Designer job and +10% Branch Office Value from Roboticists and Identity Designers. This allows the empire in which it is constructed to assemble robots even if they do not have the required technology. However, only one can be constructed in each empire in which you have a branch office and it can only be constructed if the empire has not outlawed robots.
  • The Customer Insights edict now reduces both the energy and influence cost for Branch Offices
  • The Empire Size Effect for Integrated Hives has been reduced from -50% to -33%
  • Empire Size from Pops for OTA Updates has been reduced from -20% to -15%
  • Empire Size from Pops from Harmony and Synchronicity tradition trees have been reduced from -15% to -10%
  • Cetana's relic now provides -50% planetary ascension cost, down from 75%.
  • The job strata bonuses from Synthesization have been rebalanced, moved to the robot assembly buildings, and apply to both regular empires and Synthetic Fertility


Bugfix
  • Planets which had an anomaly present while an Arc Furnace was constructed will now correctly inherit all the deposits when the anomaly is cleared, if the planet can support mining deposits
  • Updated many anomalies to no longer remove deposits if applicable.
  • Gone Native' event has default text in case none of the other options were appropriate
  • AI Empires will check if they already have an assigned emissary for the galactic community before assigning a new one.
  • AI will assign emissaries to the Galactic Community.
  • AI will check if a federation already has an assigned representative before assigning a new one. Will prevent it from continually switching representatives.
  • Cybernetic Creed start event duplication blocked
  • Fallen Empires created by Cosmogenesis should now no longer sometimes be created tragically without a personality.
  • Federation/Galcom fleet template size is now limited by the corresponding capacity, not by the command limit.
  • Fixed Augmentation Bazaars sometimes not granting the full effects from some Cyberization choices
  • Fixed Expand the Council agenda behavior for savefiles that predate Galactic Paragons DLC
  • Fixed former federation fleets being treated as federation fleets when checking which ship designs can be added to the template.
  • Fixed some logical errors for the Bot Lord, Truth Seeker and Shroud Preacher traits
  • Fixed the concept tooltip for Machine Template System
  • Fixed the nanite deposit scaling
  • Fixed the void dweller origin sometimes trying to spawn a mining station around the habitat central complex
  • Hide Dyson Sphere build option when Machine DLC is enabled
  • Increased the animation speed of Imperial Colossus. Now it has enough time to trigger laser beam animation.
  • New rulers will properly abandon their old council positions.
  • Paradox titan graphics no longer uses the same mesh twice and looks broken.
  • Pre-sapient pop will no longer display colony abandonment cost if only one sapient pop is left on the planet.
  • Psionic species variants can be cyberized
  • Refugees will no longer flee to places where they will be dismantled on arrival
  • Replaced most checks for the Servile, Nerve Stapled, Zombie and Suppressed traits with the can_think trait.
  • Science ships using automation should no longer excavate archeology sites that aren't available to the owning empire.
  • Script error in resort worker job block
  • The Psionic Theory no longer tries to check if your empire has the Psionic Expertise trait, instead it checks if a Councilor has the trait.
  • The tooltip for Diplomatic Weight now states "Delegate" instead of "Envoys"
  • The Victory Score breakdown will now correctly include Victory Score from effects in its Score calculation at the top of the screen.
  • When a country leaves a federation, its federation fleet templates are now transferred to the president.
  • When a federation is disbanded, the president takes control of all federation fleet templates, including ones without a fleet.
  • When a non-president country builds a federation fleet from a template, the template is now transferred to the president along with the fleet.
  • When the GDF changes ownership, GDF fleet templates without actual fleets are now transferred.
  • The Eternal Throne relic still grants immortality after the Eternal Machine species trait has been modified away.
  • Arc Furnace and Dyson Swarm limits no longer suffer an off-by-one error
  • Outposts raids conducted by multiple fleets should no longer be cut short after one of the fleets is destroyed.
  • Made sure that non player countries are properly destroyed upon activation of the Aetherophasic Engine.
  • The Reformed Queen event should now properly display Cetana.
  • Ministry of Acquisition checks for Overlord Consumer Goods Use
  • Ship preview should no longer black out when viewing certain ships


AI
  • AI empires can no longer adopt Virtuality.


Stability
  • Fixed crash in federation fleet ui entry after resync
  • Fixed crash in federation member UI item when resyncing
  • Fixed crash upon loading a save with faulty owners of megastructures
  • Fixed CTD when technology without tech area is processed by the database
  • Fixes oos related to mining planet megastructure
  • Fixed CTD at startup on older macOS (before 13.x) due to missing library


Modding
  • Added on_auto_colony_type_changed on_action.
  • Added the Servile trait to the can_think scripted trigger


The team will now shift focus to our next major release, as well as take some vacation in between.

See you again after summer!