Stellaris

Stellaris

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R27 Master of Orion races
   
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8.387 MB
19 Jul, 2018 @ 11:57am
15 Oct, 2022 @ 5:21am
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R27 Master of Orion races

Description
Version 3.5.* Fornax compatible

The aim of this mod is to add Master of Orion races to the game instead of the default Paradox ones which I feel are overly generic and forgettable.

Features
  • Empire makeups based on the Master of Orion lore using vanilla traits and civics
  • All races have AI personalities matching the MOO lore. Most of the personalities are from vanilla (with some tweaks) but some are borrowed and modified from the MAP mod (see below).
  • In addition to general personalities there are some additional lore specific attitude adjustments. Eg. The Mrrshan and Alkari are less likely to get along
  • Suitable banners (some custom) and colors for all races. The colors chosen so that all races would have a distinct enough look on the galaxy map.
  • Backstories for everyone and some custom dialogue.
  • Harvesters and Silicoids always get an advanced start. This is done to fit better with Stellaris mechanics, help with their solo game-play and support their role as general baddies. Hopefully your home planet is not next to them.
  • I have tried to cover all habitability ranges more or less evenly with aggressive and more peaceful empires

Requires
  1. R27 Advanced Start Origin. This will allow some races to have advanced starts
  2. R27 Animated Portraits. This will add some needed animated portraits

Since I use all expansions myself and do not keep track of what trait or civic comes from what, I cannot guarantee all races work as expected when you do not have some expansion installed. At a minimum Synthetic Dawn is needed for Meklars, Megacorp for Gnolams and Lithoid for Silicoids.

This mod borrows from some other sources. Sometimes with changes, sometimes without. If you like this mod, please also check out the links below for some of the original content.

Changes in version 3.2.0
- Made Harvesters necroids with an additional pop growth boost
- Gave Darloks +2 encryption, decryption and 1 additional envoy
- Made Trilarians Aquatic - just cosmetic changes

Changes in version 2.8.0 since last one
- Decreased Silicoid opinion of others and against him from -100 to -200. It was not possible to rival them otherwise and sending emissaries was also impossible

Changes in version 2.7.0 since last one
- Default races are no longer removed when using this mod. There are lots of mods which do that already so you can subscribe to them separately if you miss this feature. (I know I do)
- Removed dependence on R27 Flag Collection. All necessary flags are included inside this mod and there is less bloat
- Changed the included mod for the color palette for a better one (linked above)
- Gave all races custom personalities
- Changed several race makeups
- New banners and colors for most races
All of the above means that if you had a game running with the old version, this update probably breaks it.
37 Comments
Mindgamer  [author] 16 Dec, 2021 @ 11:35am 
@georgiaboy4 Yeah, just not sure how quickly I will get around to it. Atm I am working on Orion system with guardian and some tech reward, maybe also Loknar with some nice fleet buffs.

Another plan is just renaming some in-game stuff for MOO flavour.. Like blue lasers, purple lasers etc to plasma beams, phasers etc. Not sure if I will dabble with adding new mechanics to them - too hard to balance

Longer term I am thinking of converting the L-Cluster into the Antaran pocket dimension.

There are plenty of ideas and none of them are above my ability to mod - it just takes a ton of time and I do not have too much of that. But I am invested in keeping this thing going as I play it regularly with my friend and we always go full MOO.
georgiaboy4 15 Dec, 2021 @ 9:57pm 
@Mindgamer: Harvesters are pretty strong, but my galaxy was united against them. Plan on adding more content from MoO 2 or 3?
Mindgamer  [author] 6 Dec, 2021 @ 12:51pm 
Let me know if Harvesters are unmanagable now. I am not sure about the extra growth bonus given to them. Will be playtesting myself as well but last game they wiped out my mate in MP. Maybe the extra bonuses in addition to the AI fixes that came with Herbert are a tad too much...
Mindgamer  [author] 21 Nov, 2021 @ 6:14am 
Yeah, that's also a good idea.. will do that and perhaps more espionage discounts for them. Now that I know how to add modifiers directly to species I can do lots of this kind of stuff
georgiaboy4 20 Nov, 2021 @ 3:49pm 
@Mindgamer: An additional envoy...that's all. Thanks for your hard work!
Mindgamer  [author] 20 Nov, 2021 @ 11:53am 
What do you mean? I tried to give them some benefits of the espionage system - they have civics that give them more code-breaking. If you have better ideas, I am all ears.
georgiaboy4 20 Nov, 2021 @ 5:21am 
@Mindgamer: Thank you for the response...how about having the Darloks access the Nemesis DLC?
Mindgamer  [author] 20 Nov, 2021 @ 2:32am 
Convert to their own with a 25% chance of escape or something. That gives them some growth but it would mean the Harvesters would have to keep conquering to not fall behind.
georgiaboy4 19 Nov, 2021 @ 12:28pm 
@Mindgamer: Do Necroids eat pops or convert them to their own pop?