Important Homeworlds
Ever felt that homeworlds in Stellaris are kinda useless? They have a maximum size of 20, never spawn with any planet modifiers or special resources, and are just kinda dull overall. An empires homeworld is the planet that it’s species has evolved on, containing millions of years of history and thousands of development, a planet worthy of either preservation or a base of operations for conquering the stars, a planet… *Clicks ‘Move Capital’ on a planet with 25 tiles*
So it’s kinda silly that you have to abandon your homeworld because you find a better planet later on. Even worse, having a planet as a capital does not even provide any real bonus, and moving your capital just allows you to construct more tier V buildings …
This mod does 3 things to make the homeworlds in the game more powerful and important:
1) All capital planets at game start, including those of fallen empires, primitives, and custom starts, are set to SIZE 25 and given 5 RANDOM ‘RED’ TILE BLOCKERS. Ring world sections and habitats are excluded, because tile blockers make no sense there.
This will make your homeworld worth keeping as it is always max size, but at the same time prevents this maximum size from being available at the game start, as you need several technologies in order to clear all the blockers.
2) All capital planets at the game start, including those of fallen empires, primitives, and custom starts, are given a POWERFUL PLANET MODIFIER which provides:
+20% Pop Resource Production
+20% Happiness
+20% Migration Attraction
+20% Unity Output
+0.5 Influence
This makes your homeworld very powerful and, combined with it being a 25 tile planet, a worthy place to keep your capital. It also means that invading primitives or taking another empire’s homeworld will provide you with a very valuable planet and makes these actions more relevant than in the normal game.
3) The ‘CAPITAL WORLD’ MODIFIER HAS BEEN BUFFED to provide the following effects:
+100% Governing Ethics Attraction
-20 Unrest
-50% Damage from Orbital Bombardment
+25% Defense Army Damage
This will make the capital modifier more relevant and will actually provide some buffs to the planet is on, rather than just allowing you to build tier V buildings. These modifiers are aimed at making it much harder for your capital world to fall to rebels or other empires.
COMPATIBILITY:
Rather than modifying the definitions of all vanilla starting planets, all these modifications are done through events at the game start. This means that no changes were made to vanilla files, so this mod is compatible with almost everything. It also means these effect apply to ALL capital planets at the game start, even if they come from other mods. This will provide greater balance and consistency for custom starts and empires.
This mod does change the ‘Capital World’ modifier and is thus not compatible with most other mods that change it. Special care has been taken to keep this mod compatible with ‘Guilli’s Planet Modifiers’ (https://steamcommunity.com/sharedfiles/filedetails/?id=865040033). If you use both mods, the homeworld and capital world modifiers will use a purple border for better consistency.
NOT ACHIEVEMENT COMPATIBLE
Inspired by https://steamcommunity.com/sharedfiles/filedetails/?id=810469985 and https://steamcommunity.com/sharedfiles/filedetails/?id=693357298
Revisions:
Old revisions of this mod are available below. Click the link to download.