See every monthly roundup: Stellaris Mod Roundups



The purpose of these roundups is to cast a spotlight on some mods that have caught my attention over the past month or so.

You can find all of the mods featured in this month’s roundup and others in my Steam Workshop Collection “Odin Gaming Mod Roundup“. Get mod updates to your inbox every month and subscribe to Odin Gaming’s newsletter.

Note that you can use the Stellaris Mod Manager by Wojciech Krysiak to identify compatibility between specific mods.

There are a number of updates made to popular or previously-featured mods this month, which I thought were notable enough to include in this month’s mod roundup. In fact, one of them is the featured mod this month!

As I get more views to these roundups, it would be useful for me to know what information on this page you find useful. Is any of it extraneous? Is there any information about the mods you wish I’d include? All thoughts and feedback are welcome. Get in touch through the comments or by getting in touch through any of a number of social platforms.

List of features this month:

=== MOD OF THE MONTH ===

Cultural Overhaul

MOD OF THE MONTH

Cultural Overhaul

Author: petruxa

Workshop link

PayPal donation email: [email protected]

This mod used to be called “Ethic & Government Rebuild” and was first featured on Odin Gaming back in May.

Cultural Overhaul does an awful lot, as the name might suggest. There are seven Ethics scales in total, including three new ones:

Individualist – Collectivist,

Ecologist – Industrialist,

Elitist – Egalitarian.

It uses 53 Civics, 96 Traditions (over 16 different trees), 5 new Ascension Perks, 7 new Policies, and more in order to reflect the cultural depth the author thinks the game deserves. (If there aren’t enough Traditions here for you, consider adding Plentiful Traditions, which adds 13 more and is explicitly compatible with Cultural Overhaul. Make sure you use the compatibility patch.) If there are too many Traditions for you, there’s a version without them.)

And this mod does just that; expands and enlivens the cultural aspect of the game. Creating new civilisations feels new again because of the extent of the changes in this mod. If you want to read more about petruxa’s reasoning for the changes, see the Steam thread here. Also, see the comments if you want an edifying discourse on the political and economical philosophy some are ascribing to the mod… Quite a claim!

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues This is an overhaul mod and, as such, is likely to conflict with lots of other mods, particularly those that touch the same areas of the game. Modified vanilla files (Will clash with other mods that modify these files.) common/ ascension_perks/ 00_ascension_perks.txt buildings/ 00_buildings.txt diplomatic_actions/ 00_actions.txt edicts/ 00_edicts.txt ethics/ 00_ethics.txt game_rules/ 00_rules.txt governments/ authorities/ 00_authorities.txt civics/ 00_civics.txt 00_governments.txt personalities/ 00_personalities.txt policies/ 00_policies.txt pop_faction_types/ *.txt random_names/ 00_empire_names.txt species_rights/ species_rights.txt technology/ 00_soc_tech.txt tradition_categories/ *.txt traditions/ *.txt war_demand_types/ 00_planetary_war_demands.txt

events/ crisis_events_1.txt crisis_events_2.txt on_action_events.txt pirate_events.txt

interface/ customize_species_editors.gui hotjoin_view.gfx technology_view.gfx texticons.gfx topbar_traditions_view.gui

prescripted_countries/ 00_top_countries.txt 99_prescripted_countries.txt

Explicit compatibilities (Mods that have been verified as definitely compatible.) Plentiful Traditions, also featured this month (with compatibility patch). Incompatibilities: AlphaMod in this month’s roundup.

Born in Flesh in this month’s roundup. » Hide mod compatibility and known issues.

Autonomous Assembler

Author: folk

Workshop link

This wonderful quality-of-life mod removes some of the labour of running a space empire by making sure all of your resource deposits are tapped, your borders secure, and your wormhole network is extensive. In short: it provides modules that you can apply to builders and stations to take care of automatically building these space-borne structures.

There’s an extensive explanation of how this all works on the mod’s Workshop page, so check there if you intend to give this one a go!

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues There are no modified vanilla files so this should be compatible, in principle, with anything. Explicit compatibilities (Mods that have been verified as definitely compatible.) AutoBuild, featured in the October ’17 roundup. » Hide mod compatibility and known issues.

Born in Flesh

Author: The Seagull

Workshop link

This adds a new Hive Mind Civic called “Born in Flesh”. This has two effects:

reduces Species Modification cost by 50%;

adds the “Assimilation species” right for all organic species – these species are turned into the Hive Mind’s founder species as loyal drones.

In other words, this mod provides a way for you to totally assimilate conquered pops.

Delicious.

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues Modified vanilla files (Will clash with other mods that modify these files.) common/ species_rights/ species_rights.txt

Incompatibilities: Cultural Overhaul in this month’s roundup. » Hide mod compatibility and known issues.

Smart Modification – Traits by Tile

Author: Toaster

Workshop link

Adds a “Smart Modification” trait that can be applied as a genetic or robotic trait to your species which, once applied, is intelligently replaced by a vanilla trait that will provide a bonus corresponding to the building the pop is working.

This means there’s no more micromanaging of species for optimal pop layouts.

What a wonderful time-saver this is!

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues There are no modified vanilla files so this should be compatible, in principle, with anything. » Hide mod compatibility and known issues.

Starvation – Rationing and Death

Author: Toaster

Workshop link

Consequences of lack of food don’t become serious for six months after running out of food in this mod. After this time, roughly every six months one random starving (biological) pop on each planet will die.

This is particularly useful as it reduces the population to a manageable level, bringing an empire out of starvation, and allowing repair. This prevents some unhappiness/unrest downwards spirals that the AI in Stellaris can struggle with.

It also adds an Edict that reduces happiness and food consumption at the cost of growth; another short-term measure to bring food consumption into line.

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues There are no modified vanilla files so this should be compatible, in principle, with anything. » Hide mod compatibility and known issues.

Stellar Resources

Author: Audie

Workshop link

Adds 19 new resources – including three varieties of the famous Tiberium – and two new planet types.

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues There are no modified vanilla files so this should be compatible, in principle, with anything. Explicit compatibilities (Mods that have been verified as definitely compatible.) Planetary Diversity;

Real Space, featured in the June ’17 roundup. » Hide mod compatibility and known issues.

AlphaMod: Update

Author: AlphaAsh

Workshop link

Patreon link

First featured back in April ’17, AlphaMod doesn’t really need an introduction. The exact contents get switched between Stellaris versions as AlphaAsh works to make the mod more in-fitting with the new game mechanics, but one thing remains true: it’s a complete overhaul, touching most areas of the game, and making for a deeper strategic experience.

It’s now up-to-date and will work with the newest version of Stellaris (at the time of writing, this is 1.8.3).

If you like the work that AlphaAsh does – and I know lots of you do – consider checking out the game he’s making with his wife, Majestic Trials.

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues This is an overhaul mod and, as such, is likely to conflict with lots of other mods, particularly those that touch the same areas of the game. Modified vanilla files (Will clash with other mods that modify these files.) common/ building_tags/ 00_tags.txt planet_classes/ 00_planet_classes.txt pop_faction_types/ *.txt tile_blockers/ 00_tile_blockers.txt traits/ 01_species_traits_habitability.txt

Incompatibilities The following general mod “classes” are the most likely to be affected: those that change or add planet classes and their habitabilities;

those that change vanilla factions. Cultural Overhaul featured in this month’s roundup is incompatible. » Hide mod compatibility and known issues.

Plentiful Traditions: Update

New Experimentalism Tradition Tree New Anguish Tradition Tree

Author: Birdy / Firouzeh

Workshop link

PayPal donation link

Bitcoin donation wallet: 1Kwae2fMF8Wf3xAdjGy3JaUVCsMraZ9pUc

First featured in the April ’17 roundup, Plentiful Traditions adds more Tradition Trees to Stellaris.

The latest update adds two more, bringing the total up to 13. The new trees are:

Experimentalism: for a pacifist/materialist focus, this tree helps reveal the physics of the universe.

Anguish: for the bloodthirsty amongst us.

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues Modified vanilla files (Will clash with other mods that modify these files.) interface/ topbar_traditions_view.gui

Explicit compatibilities (Mods that have been verified as definitely compatible.) Cultural Overhaul, the Mod of the Month, with a compatibility patch;

Additional Traditions, with a compatibility patch;

Expanded Stellaris Traditions, featured in the July ’17 roundup. » Hide mod compatibility and known issues.

Real Machine Worlds: Update

Author: LogicSequence

Workshop link

Real Machine Worlds was first featured in the September ’17 roundup. Since then, it’s grown from just two textures to a whopping 26 new custom textures for Machine Planets. This includes special ringed Machine Worlds, plus AI planet sounds and a tile set.

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues There are no modified vanilla files so this should be compatible, in principle, with anything. » Hide mod compatibility and known issues.

Star Forge Mk II: Update

Author: Djohaal

Workshop link

First featured in the August ’17 roundup, the Star Forge was featured alongside other megastructure mods. Mk II allows you to build the Star Forge within a star, which may be colonised. On it you can construct specialised buildings to produce minerals, increase mineral storage, increase your fleet capacity, or improve your ability to build ships.