MarkBetterBeginning
THIS IS A CHEAT…
You will probably need to move this to the bottom of your load order.
All void dweller empires (AI or not) start with habitats of size 9 and 6 (rather than 6 and 4). This is just so this doesn’t interfere with another of my mods (Mark’s Habitat Improvements) really.
All non-AI empires get the following advantages:
– Start with more initial resources ( 2500 minerals, 5000 energy, 2500 alloys, 5000 consumer goods, 600 influence)
– Start with 5000 of exotic gases, rare crystals, and volatile motes as well
– Start with 6000 unity which allows you to unlock several ascension trees immediately
– Ruler starts with chosen, destroyer focus, expansionist, and warlike traits
– Every scientist gets spark of genius and resilient traits
– Start with Cybrex war forge and Omnicodex
– Start with robotic workers, psionic theory, destroyer, and habitat techs
– Start with gateway activation and construction (useful for multiplayer coop games)
– Start with 7 good scientists recruited to explore (can always dismiss if the unity cost too high)
– Start with a good general, good admiral, and good governor
Obviously not IronMan compatible but works nicely on multiplayer
This updates the scripted_effects/01_start_of_game_effects.txt file.
If you are using this with any of my other mods that affect this (Mark’s Improved Habitats or the combined Mark’s Myriad Mods), just put this to the bottom of the load order.
In addition to this mod, I have also written:
- Mark’s Myriad Mods
- Mark Build Tall
- Mark’s Better Aquatics
- Mark’s Improved Habitats
- Mark’s Relic Tweaks
- Mark’s Faster Megastructures
- Mark’s Better Beginning
I wrote a small application to allow me to easily keep the mods up to date as new versions come up.. also included in this are the source files for the mods.. so you can see the latest mod files here:
https://github.com/MarkVSullivan/StellarisModder/tree/main/Mod/MarkBetterBeginning/common/scripted_effects