Do not redistribute the mod without permission, nor use mod content in another mod even if it is only the asset. Mod development is ceased, mod will however stay updated with Stellaris.
You can edit it and save them how you like. A mod short for "modification" is an alteration where someone, usually a player, changes some aspect e. Mods may range from small changes and simple tweaks to completely new games made within a video game.
Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now. July 8, August 17, July 10, Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. The Rebels will not have moving weapontowers like the Empire.
Leave a Reply Cancel reply Your email address will not be published. Diplomacy 67 Economy 78 Leaders Military Species Buildings Font 6 Loading Screen 14 Spaceships Overhaul 99 Translation Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Stellaris Store Page.
Global Achievements. I see there are a bunch of Dathnak episodes but do I get anything good for doing any or all of them? Showing 1 - 3 of 3 comments. Xcorps View Profile View Posts. You can end up with 18x Physics research or 6x minerals output. Darrenb View Profile View Posts. Personally I just like the feeling I get when I realize that I've just created either a fascist police state or a communist revolutionary state which will go in endless spirals of revolution.
I guess humans can even export stupidity to the species they meet now. Deadcurze View Profile View Posts. You can help their glorious and benevolent government retain power! Isn't that reward enough in and of itself? Per page: 15 30 Date Posted: 1 May, am. Posts: 3.
Star Wars Rebel Ships For for Stellaris
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Some geospatial data on this website is provided by geonames. View mobile website.This mod significantly expands the Vanilla rebellion mechanics to make them a more significant threat to established empires. As it is, rebellions pose virtually no threat whatsoever to your empire, as the revolutionaries start with huge disadvantages: They are one planet and have no fleet.
Only in exceptional circumstances will they seek to join a larger empire. A successful revolution will also not impact on the likelihood of more planets revolting. One can therefore safely ignore unrest, or at least treat it as a minor annoyance. This mod changes all that, through several measures:. There is also a smaller chance that other planets with different grievances i. That means that if you conquer an empire and then let two of its planets revolt, they will end up in two different empires.
In my mod, these empires will merge. The same is true of slave revolts and if you let rebels from your own species secede unless they are of opposing ethics. However, in Stellaris, states persist well past their best by dates, as there are no internal consequences to their weakness. To correct this, I add modifiers scaled to the direness of the situation that add to unrest levels, reduce happiness especially in oppressed pops and increase ethics divergence if there are any hostile neighbours that have overwhelmingly more powerful fleets than you and you are not at fleet capacity, or if you are resoundingly defeated in war.
In terms of balance and gameplay, I hope that this will create a more fluid mid and late game, with rebellions hopefully breaking the stalemate that tends to emerge between the powerful empires, and allowing failed states to fade into obscurity.
I also hope that this will provide challenges for the player, forcing them to administer their empire well or risk it falling apart something that I have made a real possibility. My immediate priorities are: -A rebalance of the role of armies in reducing unrest and quelling revolts — make rebellions still be possible even if all your planets are packed with soldiers as the AI currently does habituallybut not so that they are impossible for you or the AI to prevent.
Done -Expand the slave revolt mechanics — create special civics for successful slave revolts. These will make slaves in neighbouring empires want to revolt and join them. They and the slave-owning empires will hate each other, leading to interesting gameplay. Slave empires will also have special names, if possible.
Done -Add a mechanism that is realistic and used by the AI when appropriate to spread unrest in neighbouring countries. I still look to add the mechanism for spreading unrest and subsidising rebellions in neighbours, and I have some ideas for other features I want to add e.
How to Get Rid Of a Planet in Stellaris
Oh, hopefully 1.Prior to the Clone WarsBaldarek worked as a bartender in the galaxy. As the Chiss were an unusual sight in the wider galaxy, he picked up the nickname "Red-Eye", after his distinctive glowing eyes.
During this period, Baldarek visited the pleasure world of Zeltrosin the Inner Rim.
He partied there for a week, becoming mesmerized by the scent of Zeltron pheromones. Some of his recollections of his time there made it into the tourist guide, " Luxury on the Inner Rim ".
Baldarek encounters " a guy with a lightsaber and a few questions. He worked in Baruk's Bara cantina frequented by Baruk's thugs. Recommending a ruby bliel to Katarn, the Jedi instead asked for a Corellian ale.
The grimy nature of the bar also prompted Katarn to specify a clean glass. When Katarn sought information on Baruk's whereabouts from Baldarek, the bartender lured him into a trap by keeping his attention away from a group of thugs who were about to attack Katarn. The bartender succeeded in this role and activated a metal shield to seal the area behind the bar for protection.
The attackers, however, were less successful and all died at the blade of Katarn's lightsaber. Katarn then unsealed the bar and threatened the bartender, who revealed Baruk's location. Katarn eventually tracked down Baruk and killed him. Baldarek working on Nar Kreeta.
While working for the underworld, Baldarek often encountered danger, and showed little courage or aptitude for dealing with it. He left fighting to other thugs, and often hid to avoid trouble himself. When directly confronted he cowered in front of Jedi Knights, and quickly broke under pressure.
Baldarek had trouble speaking Basicand often erred in his grammar, which may be explained by the nature of the little known Cheunh language: he could not distinguish between the singular and plural forms of words, and as such, often added the plural -s to all his nouns. This article assumes the two bartenders are the same individual, and that Katarn does not kill Baldarek in Jedi Outcast.
This is based, in part, on email confirmation from Cory J. Herndon who wrote Zeltros: Pleasure Planet which identified Baldarek by name for the first time. The role was credited as simply "Bartender". Baldarek was actually added as an in-game NPC character for the mission on Nar Kreeta on the PC, Playstation 4 and Nintendo Switch version because he doesn't give a voice and he also doesn't moan or scream if the player decides to kill him.
Baldarek also doesn't appear on the Xbox version of Nar Kreeta. He will attack the player, but is reasonably easy to defeat; it is unknown if this model was going to have any further use in the game, as the name applies he could have started working with the Cult but this seems to have been cut.This is a sub-reddit for Stellaris.
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Mail the mods. Dathnak are terrible astronomers. I'm playing a pretty new game and I discover the Dathnak anomaly - gas giant sentients who want a lift from their current, dying homeworld to a new gas giant. I agree to move them to a new gas giant they picked out, which is in a system I haven't explored yet.
I complete the special project to move them, and then start surveying the system. I find an anomaly on the very same gas giant where I moved them. Aaaaaaand, I get the anomaly that turns a gas giant into a barren world.
Have fun with that. I've done that before in another game, the only reason I help the Dathnak is because they eventually give you back a bunch of research points. I'm kind of curious if the quest chain will continue as before, even with the Dathnak capital being sort of To be fair, given that they don't have any technology at all other than the transmitter that was gifted to them, it's not surprising that they wouldn't have gotten it right.
Frankly, I suspect that when they say "We want to go to that planet over there! Maybe you'll get a "turns out the gas people are actually rock people and biologists are embarrassed" event too Yeah, until Asimov comes out I'm not interested in playing challenging, or "real" games, so I'm trying out a lot of mods.
Submit a new text post. Get an ad-free experience with special benefits, and directly support Reddit. Rules For the full rules, click here Posts must be related to Stellaris.An updated, complete list of all events in the Stellaris video game including those from the Leviathan DLC for use in cheats and console commands. These are commonly used with the event cheat command, for help using this see the event command page.
GetName] colony. GetName] Builds Fleet! GetName] primitive. GetName] observation. GetName]: Implants Removed observation.
GetName]: Implants Not Removed observation. GetName]: Task Force Activities observation.
GetName]: Observation Post Lost observation. GetName]: Surgical Strike observation. GetName]: Successful Strike observation. GetName]: Failed Strike observation.
GetName]: Task Force Disbanded observation. GetName]: Ethic Changes observation. GetName]: Phase I - Infiltration observation.
GetName]: Rogue Agent observation. GetName]: Incoming Transmission observation. GetName]: Operatives Hunted observation. GetName]: Media Witch Hunt observation. GetName]: Mass Arrests observation.
GetName]: Rogue Agent Sighted observation. GetName]: Agent Lost observation. GetName]: Rogue Agent Eliminated observation. GetName]: Growing Tensions observation.
GetName]: War Erupts observation. GetName]: War Averted observation. GetSpeciesAdj] Societal Shift observation.This is a sub-reddit for Stellaris. For the full rules, click here. No memes, image macros, reaction pictures, or similar.
No links to pirated materials, pirated game mods, or key resellers. General discussion of piracy or leaked content is allowed.
Explain what you want people to look at when you post an image, including mods that may be responsible. Explanations should be posted as a reddit comment - referencing the title is not enough.
All giveaways, surveys, fundraisers, and petitions must be approved by the moderators first. Game-trade threads are not allowed. This includes games and expansions. We may occasionally ban specific topics that have flooded the subreddit. For information on topics that are temporarily banned, please view our rules page. Content that breaks the spirit of these rules may be removed at moderator discretion. To avoid spoiling the game for others, please adhere to the following guidelines:.
If you put "[spoilers]" before the thread title, you are free to discuss spoilers in the comments. In threads not marked by [spoilers], please use the following formatting to hide spoilers in your comments:. Mail the mods. Dathnak pls How committed to the Dathnak people are you, Baldarak? The Blorg are watching, and they will not be merciful should you fail in your friendship duties.
So do the Blorg mind if I wont take on the Stellarite devourer with four corvettes to bring the Dathnak to their new home in a dying star system? Oh, was there no system with a Leviathan available? That's what they usually go for in my games.