StarView

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Author: YeshuaAgapao

Last revision: 13 Jul, 2019 at 05:44 UTC

File size: 618.5 KB

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Description:

This is a personal fantasy setting mod with my StarView system and civilization. The core systems of my setting are StarView, Ankh, Moolnao, Dyson Sphere (a mostly complete but not habitable-finished dyson sphere), and Fantastica. The StarView system and the few remaining systems (not dismantled into materials for using in the dyson sphere) in the open cluster that they are a part of orbit outside the galactic disc just outside of its globular cluster halo.

Mod has 3 modes:
*Country + Initializer – creates starview extragalactic cluster and moves your homeworld to NatureTech. Replaces the country with the flag with scripted customizations (cheat-y).
*Initializer only – creates starview extragalactic cluster and moves your homeworld to NatureTech. NatureTech remains ocean regardless of your species preference though. NatureTech is a watery mid-planet (or oceanic gas dwarf).
*Neither – integrated mod parts and secondary / side changes only (always in effect). The Starview cluster spawns empty, wormhole-linked to a random system.

Starview cluster systems are now extragalactic! And you will start in this extragalactic cluster! Some minor side effects that cannot be overcome. Most resolve after just one game day. Some take a full game month. The governor needs to be reassigned after the sectors re-adjust on the second game day. Everything should be resolved by the start of the second game month.

The dyson sphere is not intended to be immediately colonized. You have to ‘finish’ it. ‘Finish’ is in the form of 25,000 energy, 50-year terraforming projects, per segment (there are 16, each a size-100 ringworld habitat). Terraforming pc_ringworld_tech segments (upgrade 4-colony built ringworlds to 8-colony, finish the dyson sphere) requires advanced megastructure engineering.

Multiplayer support: Only one instance of the starview extragalactic cluster is supported. Single player, or if multiplayer, only one player gets the cluster. Attempting to have multiple empires with the StarView system initializer will have undesirable results.

This is a personal fantasy mod being made available to the public. This mod has notable cheat factor to it if you use the StarView system intializer and country – the StarView race, country, home system and surrounding systems are quite advantaged. If you use the StarView system initializer, it is recommended that all AI empires be advanced starts (which are boosted in the mod) or it may be too easy to be fun. I have no intention of going out of the way to make it friendly with other mods. Many vanilla files are changed. The integration of the 36-building mod makes this mod not suitable for screens less than 1080p.

This mod incorporates pieces of other mods. All but one are not updated to 2.2.x (but were updated by me in this mod):
*36-building. – upgraded to 40 buildings, 20 branch office buildings. Defines changes included.
*Realistic Ships – only the 4-segment cruiser (battlecruiser) and 4-segment battleship (dreadnought)
*Useful stations – Only core bulwark and citadel stations and re-enablement of defense stations and defense fortresses
*Utopia expanded – Only the ascension perks and civics repeatable techs and ability to terraform ringworld_tech to ringworld_habitable, 12 ascension perks (4 from repeatable techs)

This mod meshes with tactical ship sections and additional ship components 3.0 with minor issues (aux reactor with realistic ships battlecruiser and dreadnought, main and aux reactor with bulwark & citadel). More issues with New ship Classes & More (can be considered not compatible). Music, flag, empblem, prescripted empire, UI / 1080p (that don’t alter planet UI), hyperlane, expanded tradition, border, and galaxy map graphics mods all work with this mod no problem. Also generic event mods work if they don’t alter game_start or crisis events.

The changes to the defines to make the additional buildings work are included. Many other defines are customized.

There are a number of side changes in the mod (from me not from mod integrations):
*Ascension Perks – Double value of evolutionary mastery perks. Can choose all perks from evolutionary mastery, psionic, and synthetic paths
*All Megastructures – Can build multiple megastructures simultaneously, can build more than one.
*Mega-art-installation – unity increased, can build more than one.
*Science Nexus – Percentage research boost limited to uploaded leader mind (since this only happens with the first), static research bonuses increased, can build more than one
*All hostile, special, and leviathan special systems always come up on 1000+ star galaxies (mildly more probable on smaller)
*Planet Classes – New planet class groups. Clone pc_ringworld_habitable for the Dyson sphere (size 100)
*More race points and picks for all pop types. 8 ethics points (vs 3). Player and AI.
*Added species trait extremely intelligent and extremely venerable. Intelligent and erudite can be both selected.
*Added benign erudite explorers personality, to allow pacifist explorers.
*Un-upgraded starbase outposts – Outposts can have one module and one building. Modules limited to weapons and hangars. Build cost increased from 100 to 250.
*Upgraded starbases – More buildings & modules. Energy credit maintenance notably increased for larger starbases.
*Titans – Relaxed limit & ratio.
*Civilian vessels – Can be designed but also must be upgraded manually like military ships
*Resources – Increase influence storage capacity from 1000 to 10000. Increase basic and manufactured resource storage capacity, Increase market_amount on most resources.
*Technology – All weights and factors of 0 changed to 0.1 to make all techs eventually researchable
*Administrative Efficiency repeatable tech adds 20 admin capacity per level instead of 15
*Agrarian Utopias technology benefit does not require agrarian idyll civic (all other rural housing benefits continue to require it).
*Crisis: Multiple crisis. Multiple simultaneous crisis (must be different type). More aggressive reinforcements.
*Defines:
-More system and galaxy zoom steps. More camera pitch range.
-Tech slider max from 5x to 10x.
-More empire min spacing (large 1000 star galaxy will only accommodate 20 AI empires including fallen).
-Awakened fallen empires accrue decadence slower.
-Building slots from 16 to 40.
-More habitable planet deposits on average.
-Higher min system size, higher ship sublight speed.
-Less hyperlane trimming (I hate hyperlane limitations).
-Longer science ship survey time.
-Younger leaders (from 28-50 to 20-40; 18-26 to 16-24 for heirs).
-Slower (halved) old leader death chance increase.
-Ethics points from 3 to 8.
-Beef up advanced empire starts.
-More common anomalies (double).
-Base admin capacity from 30 to 40.
-Empire sprawl from districts and owned systems halved.
-Empire sprawl tech cost penalty increased (equal to traditions).
-Remove tech cost handicap for awakened fallen empires.
-Trade deal length from 5 to 100 years (vs 10-30).
-12 ascension perk slots.
-Higher min gateway distance.
-Faster experimental subspace navigation (from 3x to 2x).
-Ship alloy maintenance halved.
-Remove awakened fallen empire maintenance reduction.
-Faster strike craft regen.
-Faster non-combat shield regen.
-Max evasion from 100% to 200%.
-Veteran and elite XP threshold reduced to 500/2500.
-Mildly faster colony development (and cost).
-Base influence cost of outpost reduced.
-Outpost distance influence cost penalty increased with higher max
-Added 6th market trade quantity tier (500x).
-Increased market fluctuation and slower renormalization.
-Internal market fees lower (but still very high – 100% instead of 200%).
-Less emergency FTL wait time

The cover-art is from a DreamChaser RPG kickstarter award (it was published in the PnP RPG rulebook). Artist is Steve Stark. RPG designer is Peter Petrusha