(Hi! Arithmetician here! Still working on Stellaris Wars, a Nemesis Ironman Saga II - Rebellion: The Imperium at War, but besides some regrettably difficult times IRL, I’ve also been a bit slower with updates lately because I was playing a First Contact campaign.
This is not actually the first major campaign Ive done since Rebellion (I actually did a proper Clone Wars campaign too, back in December), but, in the interest of variety, I figured I’d share a campaign inspired by Mass Effect next! While I’ve never actually played Mass Effect myself (though I’m increasingly interested in doing so), I appreciate the rich lore of its setting, and I found a few ship, outfit, music, and advisor mods that I could use give my campaign a Mass Effect feel while still being ironman/achievements compliant.
Regrettably, I was not able to completely finish this campaign, because I eventually got a crash to desktop error that kept occurring on a certain game date no matter what I tried, even if I disabled all aesthetic mods for a completely vanilla setup. But I think the trajectory of my campaign was quite clear from there, and just a matter of time. And even while the abrupt nature of its end was frustrating to me, the journey to that point was a very memorable campaign, which I would be glad to share with you all.
For our campaign, we have a preset generation of 22 custom AI empires, each a pastiche of a canonical Mass Effect civilization. In the case of my player empire, we have the “Allied Systems of Earth”, serving as this galaxy’s counterpart to the Systems Alliance, and presented as an alternate development instead of Stellaris’s own United Nations of Earth.)
(Key to the run is the Eager Explorers civic, giving us access to Subspace Drives instead of standard hyperdrives, and ensuring that we start with fewer pops and less technology at the start of the game, representing how humanity is starting off relatively behind the other civilizations of the galaxy, as in Mass Effect.
Parliamentary Systems was chosen for RP considerations, representing the Systems Alliance parliament, but also synergizes with our Egalitarian ethic for lots of faction unity generation. It’s also useful for putting out a lot of early scientists and for rushing early traditions/ascension perks.
The Systems Alliance is largely a military organization, and that is reflected in our ethics as well.
We chose Slingshot to the Stars, as opposed to the more traditional Mass Effect Origin of Galactic Doorstep, because of the sheer amount of synergy that it would offer with our subspace drives. We would both be able to reach and explore distant star systems, far sooner than if we followed traditional hyperlane routes to them, and then we would have a major influence discount for establishing outposts in them. Xenophobe further decreases our influence costs and increases our population growth - humanity ends up stepping on a few alien toes with its rapid expansion in Mass Effect, and the Xenophobe ethic in Stellaris epitomizes rapid expansion at the detriment of Xeno empires. Though to be clear, we aren’t allowing purging or slavery for the Allied Systems - that is considered barbaric. Though a significant fraction of our population, will at least at first, be distrusting and fearful of alien empires, especially since most that we encounter will be much stronger than us from the start.
Furthering the idea of rapidly colonizing any and all planets that we can get our hands on, even ones far from Earth, Adaptive has been upgraded from the standard Stellaris human traits to Extremely Adaptive, paid for by the additional negative trait of Unruly. Nomadic is retained for increasing population growth via immigration from Earth to humanity’s new colonies.
Lastly, game details... I think everyone can already tell what the Crisis is set to be...)
This is not actually the first major campaign Ive done since Rebellion (I actually did a proper Clone Wars campaign too, back in December), but, in the interest of variety, I figured I’d share a campaign inspired by Mass Effect next! While I’ve never actually played Mass Effect myself (though I’m increasingly interested in doing so), I appreciate the rich lore of its setting, and I found a few ship, outfit, music, and advisor mods that I could use give my campaign a Mass Effect feel while still being ironman/achievements compliant.
Regrettably, I was not able to completely finish this campaign, because I eventually got a crash to desktop error that kept occurring on a certain game date no matter what I tried, even if I disabled all aesthetic mods for a completely vanilla setup. But I think the trajectory of my campaign was quite clear from there, and just a matter of time. And even while the abrupt nature of its end was frustrating to me, the journey to that point was a very memorable campaign, which I would be glad to share with you all.
For our campaign, we have a preset generation of 22 custom AI empires, each a pastiche of a canonical Mass Effect civilization. In the case of my player empire, we have the “Allied Systems of Earth”, serving as this galaxy’s counterpart to the Systems Alliance, and presented as an alternate development instead of Stellaris’s own United Nations of Earth.)
(Key to the run is the Eager Explorers civic, giving us access to Subspace Drives instead of standard hyperdrives, and ensuring that we start with fewer pops and less technology at the start of the game, representing how humanity is starting off relatively behind the other civilizations of the galaxy, as in Mass Effect.
Parliamentary Systems was chosen for RP considerations, representing the Systems Alliance parliament, but also synergizes with our Egalitarian ethic for lots of faction unity generation. It’s also useful for putting out a lot of early scientists and for rushing early traditions/ascension perks.
The Systems Alliance is largely a military organization, and that is reflected in our ethics as well.
We chose Slingshot to the Stars, as opposed to the more traditional Mass Effect Origin of Galactic Doorstep, because of the sheer amount of synergy that it would offer with our subspace drives. We would both be able to reach and explore distant star systems, far sooner than if we followed traditional hyperlane routes to them, and then we would have a major influence discount for establishing outposts in them. Xenophobe further decreases our influence costs and increases our population growth - humanity ends up stepping on a few alien toes with its rapid expansion in Mass Effect, and the Xenophobe ethic in Stellaris epitomizes rapid expansion at the detriment of Xeno empires. Though to be clear, we aren’t allowing purging or slavery for the Allied Systems - that is considered barbaric. Though a significant fraction of our population, will at least at first, be distrusting and fearful of alien empires, especially since most that we encounter will be much stronger than us from the start.
Furthering the idea of rapidly colonizing any and all planets that we can get our hands on, even ones far from Earth, Adaptive has been upgraded from the standard Stellaris human traits to Extremely Adaptive, paid for by the additional negative trait of Unruly. Nomadic is retained for increasing population growth via immigration from Earth to humanity’s new colonies.
Lastly, game details... I think everyone can already tell what the Crisis is set to be...)
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