Primitive Worlds

If you liked this item, please rate it up on Steam Workshop page.

Author: Violent Beetle

Last revision: 19 Jul, 2019 at 20:40 UTC (5)

File size: 67.58 KB

On Steam Workshop

Description:

Rejoice, boys and girls, ladies and gentlemen, children of all ages! The primitives are here! And with the most gaudy thumbnail known to man.

This is the 2.2 compilation of my 3 primitive mods – Primitive Robots, Primitive Hive Minds and Tomb World Primitives. As before they feature gestalt primitives with their own sets of missions and Post-apocalyptic folks. Unfortunately, primitive hives and robots still get sorted to "Others" in diplomacy.

List of features and how are they different from past version:

In compliance with Paradox Policies, most of the content is locked behind Utopia DLC as it uses content from it. Except for Primitive Robots – they are locked behind Synthetic Dawn.

Primitive Robots: With their own buildings and jobs they can be observed for engineering gain, scrapped for minerals or taken over. In addition to potentially inhabiting Earth, they can end up in Deneb System as well. They no longer spawn on Ring World though – that would be OP in the new version
Primitive Hive Minds: Observe them with no ethical considerations for society gain, or conquer them or turn them pre-sapient for later uplifting. Hive Minds can dominate them and absorb into their own hives
Tomb World Primitives: More or less regular primitives but on Tomb World. They have lots of different jobs. Unlike past version, they have Survivor trait and not tomb adaptation.
Habitat Primitives: A rare form of primitive civilisation that lives on a habitat. They can’t be agressively observed or enlightened, although those whose policies allow inflitration or enlightenement can negotiatiate for them to join your empire.

All 4 types of civilisations can spawn on Earth. Discover rich history of Earth through immersive environmental storytelling that turns Todd Howard green with envy (Disclaimer: Not really, it’s, like, a single feature at the moment). Oh, and Sol is now fully integrated on galactic map, no more weird standoffish system in the Galaxy’s core.

Safety not guaranteed: I only played it once before

I didn’t have an opportunity to fully test the mod extensively, so some features might be missing. Be on the lookout for missing events, missions and the like.

The mod overwrites:

– Observation missions
– Event game_start.1
– Game rule "can_orbital_bombard" – but replaces it with much more logical and universal alternative, should not cause any issues

Compatibility patch with Gods and Guardians.

In addition the mod uses somewhat resource-intensive conditions on galaxy generation. I didn’t have much issue, but I suspect others might. Please report if galaxy generation becomes unbearably slow.

Planned features

Next up: Mechanists and Syncretic primitives. Otherwise similar to regular primitives, but with an extra missions. I’ll have to decide if it’s fine to have them lack proper civics after reaching space age, or should I need to make an overwrite. Mechanists don’t need an overwrite, but syncretics do.

Also final editing of texts. I got a bit impatient.

E-begging department:

Buy me a coffee[ko-fi.com]
Patreon[www.patreon.com]

Download
Required DLC:

These DLC should be installed in order to use this item.


Stellaris: Utopia
Stellaris: Synthetic Dawn
Revisions:

Old revisions of this mod are available below. Click the link to download.