Andon's STL Stellaris Game
Posted: Tue Jan 03, 2017 2:04 am
So, I've decided to run an... unorthodox Stellaris game, and document it.
How unorthodox? Well, primarily it'll have no FTL drives. While that's not entirely true since the game engine breaks if you try to make that the case, the mod makes travel between stars take a significant amount of time. There are also a number of other mods that have various impacts.
There's a handful that increase name variety with wars, systems, and empires, along with adding emblems and colors. This should make the Galaxy a more lively place.
There's a handful that allow for broader terraforming - Including planets you're living on and turning non-colonizable planets into colonizable ones. Additionally, I added one that lets me colonize asteroids. These will allow me to exploit the resources in a smaller area of space. Crucial, since getting anywhere will take significant amounts of time. And as far as I am aware, the AI will use these too.
I've also added a few mods to increase events and technologies and subject interaction, along with a mod that adds advanced and larger ship types. It's really fun - Doesn't particularly change much from what I've seen playing it, but having a fleet with a Heavy Dreadnaught at the front is pretty awesome. There's a secondary ship type mod that adds a few other ship types as well. We'll see how well they mesh together. The Tender from Voidcraft looks like it'll be pretty crucial in long-ranging STL fleets.
To help with the fact that basic Stellaris defenses are super basic and easily rolled over, I've added a trio of mods. One makes default stations better, one adds a fourth tier of stations that are powerful and durable as hell, and the third makes it so you can have in-system defense fleets that are "Stuck" in their system. As you can't go chasing down a fleet with your own fleet, the defensive fleets and stations will be a lot more prominent than they would be in standard Stellaris.
There's also a few I added to have more fun with the relatively boring leaders. One makes it so that leaders spawn with 2 traits, and Rulers with 3. Another adds a bunch of negative ruler and leader traits that'll show up, making things a little more interesting. And the third resets the leader pool at the end of each year instead of at the end of every ten. If I'm having more negative traits, I'm going to need that.
A full list of mods (along with better descriptions) can be found here: http://pastebin.com/dpQvsYfx
I'll be posting game updates and screenshots as I play. Next post will be the game settings I choose.
How unorthodox? Well, primarily it'll have no FTL drives. While that's not entirely true since the game engine breaks if you try to make that the case, the mod makes travel between stars take a significant amount of time. There are also a number of other mods that have various impacts.
There's a handful that increase name variety with wars, systems, and empires, along with adding emblems and colors. This should make the Galaxy a more lively place.
There's a handful that allow for broader terraforming - Including planets you're living on and turning non-colonizable planets into colonizable ones. Additionally, I added one that lets me colonize asteroids. These will allow me to exploit the resources in a smaller area of space. Crucial, since getting anywhere will take significant amounts of time. And as far as I am aware, the AI will use these too.
I've also added a few mods to increase events and technologies and subject interaction, along with a mod that adds advanced and larger ship types. It's really fun - Doesn't particularly change much from what I've seen playing it, but having a fleet with a Heavy Dreadnaught at the front is pretty awesome. There's a secondary ship type mod that adds a few other ship types as well. We'll see how well they mesh together. The Tender from Voidcraft looks like it'll be pretty crucial in long-ranging STL fleets.
To help with the fact that basic Stellaris defenses are super basic and easily rolled over, I've added a trio of mods. One makes default stations better, one adds a fourth tier of stations that are powerful and durable as hell, and the third makes it so you can have in-system defense fleets that are "Stuck" in their system. As you can't go chasing down a fleet with your own fleet, the defensive fleets and stations will be a lot more prominent than they would be in standard Stellaris.
There's also a few I added to have more fun with the relatively boring leaders. One makes it so that leaders spawn with 2 traits, and Rulers with 3. Another adds a bunch of negative ruler and leader traits that'll show up, making things a little more interesting. And the third resets the leader pool at the end of each year instead of at the end of every ten. If I'm having more negative traits, I'm going to need that.
A full list of mods (along with better descriptions) can be found here: http://pastebin.com/dpQvsYfx
I'll be posting game updates and screenshots as I play. Next post will be the game settings I choose.










