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.

Paradox dropped the 1.9 update last week, but this hasn’t meant much for modding; the changes were limited to bug fixes, meaning most (if not all) mods will continue working just fine, even if the authors haven’t updated the version numbers in their mod files. So don’t fret too much about any version warnings!

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 ===

Dynamic Political Events

MOD OF THE MONTH

Dynamic Political Events

Authors: Caligula Caesar and risker

Workshop link

Any regular readers will know how much I value role-playing and story-telling in Stellaris. This month’s Mod of the Month expands Stellaris in this direction with a number of political event chains, bringing you closer to the issues that would likely affect a burgeoning galactic civilisation.

Dynamic Political Events asks those questions that one could imagine facing a future society. How will we cope with increasing prevalence of AI and robotics? How would we deal with sharing our cities with members of an alien species? What would inter-species relationships be like, and how would that impact society? Would colonists really be willing to be ruled from a capital world many hundreds or thousands of light years away?

For anyone who is looking to get a taste of what it’s like to walk amongst their fellow space citizens, this mod goes a long way to getting you there.

These events are more potent and, in my opinion, more enjoyable if you use the mod alongside another of the author’s mods, Potent Rebellions Expanded.

» Read more about mod compatibility and known issues. Mod Compatibility and Known Issues As far as the author is aware, this mod won’t conflict with other event mods. Factional revolts and other factional effects won’t take place for non-vanilla factions, such as those introduced in Cultural Overhaul, AlphaMod, or Plentiful Traditions. Modified vanilla files (Will clash with other mods that modify these files.) common/ethics/00_ethics.txt Explicit compatibilities (Mods that have been verified as definitely compatible.) More Events Mod.

Cultural Overhaul, featured in the November ’17 roundup. (Both Dynamic Political Events and Cultural Overhaul modify common/ethics/00_ethics.txt, but you should let Cultural Overhaul overwrite the version provided by Dynamic Political Events.) » Hide mod compatibility and known issues.

Choose Syncretic Species Traits

Author: Satire

Workshop link

Following the 1.6 update and Utopia, players were able to start the game with a fellow “Syncretic Species”. Initially, one couldn’t choose what this species looked like, but modders were quick on the scene. This functionality was soon introduced into the base game, but now players are unable to customise their syncretic species’ traits. What if we don’t want them to be Servile or Strong? What if the servile species is intellectual but subservient to a strong warrior caste?

This mod lets you change that. Simple, effective, and necessary for any role-players or micromanagers!

» Read more about 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.

Combat Balancing – Game Balance Improvements

Author: Doomwarrior

Workshop link

It’s long been a complaint of the community that technological progression unlocks weapons that are less cost effective than their predecessors. This was one of the reasons for the success of the Naked Corvette meta.

This will be addressed by some of the technological changes planned for Cherryh 2.0, announced in the 97th dev diary.

But while you’re waiting, this mod will help to tide you over! This changes the cost and effectiveness of weapons, equipment, reactors, and so on, to make teching-up your war machine necessary for victory.

Dwarven Advisor

Author: Dimosa

Workshop link

The 1.8 update introduced new voices for the in-game advisor and, thusly, opened up the advisor voice for modding. Along with 1.9, Paradox released the Humanoids Species Pack; amongst the 10 new species was a race with a “dwarven” appearance, which Dimosa has taken upon themselves to give a unique voice.

The quality of the voice-over is excellent. You can have a listen here.

» Read more about 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.

Enhanced Primitives

Author: MikeWe

Workshop link

This mod gives primitives a little more bite and lets them defend themselves against any oppressive galactic invaders. It introduces primitive era-unique weapons, buildings, new technology, and makes other changes to primitive mechanics so that you’ll need more than the tiniest of forces to overwhelm them. (Though it should still be perfectly within the means of a galactic power to get what they want out of these galactic backwaters.)

» Read more about mod compatibility and known issues. Changes for this mod aren’t particularly obtrusive, so it should be safe to use with everything but mods that explicitly alter primitive events, which might also include mod overhauls. Modified vanilla files (Will clash with other mods that modify these files.) events/primitive_events.txt » Hide mod compatibility and known issues.

Tall White Ships and Stations

Author: COLA

Workshop link

“Tall white” refers, apparently, to a particular hypothetical alien species, rather than to type of milky coffee. That aside, these are amongst the highest quality original ship models I’ve seen for Stellaris, and I’ve seen a few.

In addition to vanilla models, it contains models ready for NSC, and there’s a patch that adds more colours. The creator deserves a lot of credit for their artistic finesse.

» Read more about 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.

Technology Tree

Author: Sakuya Minagami

Workshop link

This mod adds extra information to the mouse-over panel for research items. In addition to the research description, you’ll also see a technology tree describing what technologies require that technology to be researched. This is especially useful for anyone new to Stellaris who hasn’t yet learned what the technology tree looks like – but also useful as a reminder to everyone else!

» Read more about 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.

Adv. Custom Empires Pack – Extended First Contact: Update

Author: zoston

Workshop link

First featured in the May ’17 roundup, the Advanced Custom Empires Pack has received a number of updates for the new Stellaris DLCs and updates, including Hive Mind empires.

It now features 25 hand-crafted custom empires,. each giving an extended first contact event and final contact events (when these empires are destroyed).