Map modding - Stellaris Wiki (2024)

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Map modding - Stellaris Wiki (1)

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.6.

This article is for the PC version of Stellaris only.

The maps can be modded in two ways: either create new forms and sizes of generated maps or create a fully static & pre-scripted map.

Contents

  • 2 About Galaxy Modding
  • 3 Add new Galaxy Size
  • 4 Add new Galaxy Shape
    • 4.1 Everything about galaxy shapes is described by paradox as comments in galaxy_shapes.txt
  • 5 Add a Static Galaxy

Directories & Files[edit | edit source]

Relevant directories and files are the following:

  • Stellaris/common/solar_system_initializers/*
  • Stellaris/common/random_names/base/00_random_names.txt
  • Stellaris/map/galaxy/*
  • Stellaris/map/setup_scenarios/*
  • Stellaris/prescripted_countries/*

About Galaxy Modding[edit | edit source]

You can modify default templates provided by Paradox or create static maps. Both, dynamic and static maps have some default limitations:

  • Map radius (max 500)
  • Default maximum amount of fallen empires (Vanilla only have 5 templates of fallen empires, so you shouldn't exceed 5)

Also creating too big maps (1000+ stars) can significantly reduce your performance, keep that in mind!

Add new Galaxy Size[edit | edit source]

Adding a new galaxy size is the easiest form of modding the map. Simply copy one of the files in ./map/setup_scenarios/ (for example huge.txt) into your mods map/setup_scenarios/ folder.Rename the file to something else (unless you want to overwrite an existing map type. Now you can simply change the options given, which should be self explanatory.

setup_scenario = {name = "huge"priority = 4#priority decides in which order the scenarios are listednum_stars = 1000radius = 450#should be less than 500, preferably less than ~460num_empires = { min = 0 max = 30 }#limits player customizationnum_empire_default = 15fallen_empire_default = 4fallen_empire_max = 5marauder_empire_default = 3marauder_empire_max = 3advanced_empire_default = 4colonizable_planet_odds = 1.0primitive_odds = 1.0crisis_strength = 1.5extra_crisis_strength = { 10 25 } # You can put here more values, e.g. { 10 15 25 50 100 }cluster_count = { # Amount of empire clusters if "clustered" type is enabled in map settingsmethod = one_every_x_empire#method = constantvalue = 1max = 6}cluster_radius = 150 # Radius in which empires will be placed in clustercluster_distance_from_core = 300max_hyperlane_distance = 50home_system_partitions = { # How much systems have empire "systems cluster" and amount of hyperlanes which are leaving from them.max_systems = 15min_systems= 8min_bridges = 2max_bridges = 4method = breadth_first}open_space_partitions = { # Like above, only these "systems clusters" are generalmax_systems = 10min_systems= 4min_bridges = 2max_bridges = 4method = depth_first}num_nebulas= 10nebula_size = 60 nebula_min_dist = 200 # Minimum distance between nebulasnum_wormhole_pairs = { min = 0 max = 5 }num_wormhole_pairs_default = 1num_gateways = { min = 0 max = 5 }num_gateways_default = 1num_hyperlanes = { min=0.5 max= 3 }num_hyperlanes_default = 1 # This is most important part, you need to define which shape will support this template of settings.supports_shape = ellipticalsupports_shape = spiral_2supports_shape = spiral_3supports_shape = spiral_4supports_shape = spiral_6supports_shape = ringsupports_shape = barsupports_shape = starburstsupports_shape = cartwheelsupports_shape = spoked}

Add new Galaxy Shape[edit | edit source]

Adding a new galaxy form can be done by adding a new type in the map/galaxy/galaxy_shapes.txt . Only a fewoptions are available to actually change the output. Keep in mind that the background of a galaxy makes the core fairly bright, hiding stars there. So it might be good to change this, if a number ofstars are in the core. Core whiteness files are in:

./gfx/FX/galaxy_center.shader
./gfx/map
Everything about galaxy shapes is described by paradox as comments in galaxy_shapes.txt[edit | edit source]

Add a Static Galaxy[edit | edit source]

Adding a static galaxy is more involved and requires a number of steps. The most important part: generally if you are making a static galaxy, expect to define close to everything. The reason for this is,that the galaxy generator will break things if some stuff is predefined and other things are generated. For example, a race spawned into a random home world might start with the wrong climate in said home world making the pops very unhappy. To prevent this the home world climate and the climate of the generated world in the solar system initializer must match. Other problems: Fallen Empires doesn't spawn, Precursors doesn't work, most of the origins/starting systems, part of the events, end-game crisis will be broken.

A working example with everything what can be used:

static_galaxy_scenario = { name = "MyGalaxy" # Name of Galaxy Preset - Listed when selecting the galaxy size in game.priority = 10 # Where the preset will show in the galaxy size list.radius = 500 # Max size is 500 (Specifically, the map in Stellaris is a box 1000x1000x10. From -500 to 500 but in a Z direction only from -5 to 5)num_empires = { min = 10 max = 30 } num_empire_default = 10fallen_empire_default = 4fallen_empire_max = 4 # This number CANNOT exceed 5, as there are only 5 hard coded Fallen Empires in the Stellaris base game.marauder_empire_default = 3marauder_empire_max = 3advanced_empire_default = 1 colonizable_planet_odds = 1.0 primitive_odds = 1.0 crisis_strength = 0.75 extra_crisis_strength = { 10 25 } num_wormhole_pairs = { min = 0 max = 5 } num_wormhole_pairs_default = 1 num_gateways = { min = 0 max = 5 } num_gateways_default = 1 random_hyperlanes = yes/no # If no you must add your own hyperlanescore_radius = 0 system = { id = "0" name = "" position = { x = 148 y = 121 } initializer = my_initializer_1 } system = { id = "1" name = "" position = { x = 148 y = 121 } initializer = my_initializer_1 spawn_weight = { base = 0 modifier = { add = 10 has_country_flag = my_country } } }system = { id = "2" name = "" position = { x = { min = 150 max = 200} y = 121 } } # x and y can be placed in areasystem = { id = "3" name = "" position = { x = 148 y = 121 z = 3} }add_hyperlane = { from = "1" to = "2" }add_hyperlane = { from = "0" to = "3" }add_hyperlane = { from = "1" to = "0" }nebula = { name = "Random Name" position = { x = 0 y = 0 } radius = 10 }}

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Map modding - Stellaris Wiki (2024)

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