Precursor Selection Advanced
Precursor Selection Advanced should still work fine in v4.0 (to be tested). When creating a new game, leave all precursors enabled and make your choice from the ‘We may not be first…’ window instead.
Precursor Selection Advanced completely revamp how precursor events are triggered while keeping the feeling of vanilla Stellaris intact. A selection window appears when you begin the game, where you can disable any precursor you don’t want (or all of them, if you want none) by dismissing the theory associated with it. The game will select from the remaining ones at random as you survey systems.
At any time until you start a precursor event chain, you can reopen the selection window by using the ‘Review Precursors’ decision in your capital and change your settings. If you play with the ‘On the Shoulders of Giants’ origin, you won’t be able to select anything until you finish the storyline and unlock precursors, after which you can use ‘Review Precursors’ to make your choice.
The mod is currently available in English only, but it could easily be localised if anyone want to give it a shot.
Author’s Note: I’m aware there are other precursor selection mods on the workshop, but I wasn’t too satisfied with them. They were either shoddy, outdated, or added a bunch of features I wasn’t interested in, so I decided to make my own instead.
This mod is fully compatible with the Ancient Relics Story Pack. Since Zroni and Baol require specific kind of planets to trigger, I added an event for each to ensure they have the exact same odds of being selected as the others.
‘Precursor Crystal Uncovered’ and ‘Precursor Debris Discovered’ will appear if Zroni or Baol quest chains are triggered on a planet that does not support them. They guarantee that the next suitable planet surveyed will start the proper event chain.
This mod now support the precursors that came with the Cosmic Storms DLC. Like with Distant Stars, special events guarantee even odds that those precursors are selected.
‘Precursor Device Found’ and ‘Precursor Signal Detected’ will appear if Inetian or adAkkaria quest chains are triggered on a planet that does not support them. They guarantee that the next suitable planet surveyed will start the proper event chain.
- Added selection window on game start to disable unwanted precursors
- Added ‘Review Precursors’ decision to reopen selection window
- Rebalanced base trigger rate to start a precursor quest chain
- Increased trigger rate as you survey systems (faster on smaller galaxies)
- Replaced the base system with a new one that guarantees even odds of triggering any precursor
- Removed restrictions that limited each precursor to a single sector of the galaxy
- Fixed precursors sometime triggering on odd objects, like Astral Scars or megastructures
This mod WILL conflict with any mod adding or modifying precursors, and anything attempting to change how they are triggered. Everything else should be perfectly fine. Load order doesn’t matter much.
You need to start a new save for this mod to work.
It should work just fine in multiplayer and will prevent multiple players from triggering the same precursor. Please let me know if something isn’t working right.
Not achievement friendly.
- None so far! (to be validated on v4.0
Council Position Diversity: Adds custom councilor titles to replace the default Head of Research, Minister of Defense, and Minister of State based on your government type. Includes a few extra governments as well.
Detox Technology: Removes the Detox ascension perk from the Toxoids DLC and replaces it with a tech.
Hive Name Diversity: Adds a massive quantity of new name variants for hive minded civilisations.
All Rooms Selection: Allows selecting most leader rooms that are normally unavailable when creating a new empire.
Faster City Growth: Makes cities grow faster in Planet View.
Name List Collection: A compilation of custom-made name lists for empires.
Revisions:
Old revisions of this mod are available below. Click the link to download.