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About This File

Empires for LV
 

  • Defines a set of empires that can spawn into each game. Currently there are 10 empires defined. The first three being from SexDwarf2250's Original ![LL] Empires for LV. This is that same file, but updated to work for Stellaris 3.0.3.
  • The empires which will spawn in every game are:
    • Bovarian Combine, an all female race of peaceful cow-folk who are very excited to be milked.
    • Karnalian Servitors, a pair of species, one being warlike, all-male and very dominant, and another being all-female and submissive.
    • Mextraxian Sense-Merchants, a corporation led solely by women, and who are ready to share their wares, for the right price.
    • Seed of Beshatrite, a race of male only insects who's hunger to find any female to lay eggs in may lead them to spread across the galaxy.
    • Kobellian Caretakers, a race of female sex bots, who were created to pamper and attend to any organic lifeforms need.
  • The other empires which can spawn are:
    • Protected Poimash People, a race of soft, adorable snails who were guided by The Great Ones. They now set out their mission of searching the stars for new life, new civilizations, new friends. (They are a Scion race of a fallen empire.)
    • Holy Riisa'qul Council, once a great empire which almost spanned the galaxy- until almost completely destroyed. They seek to restore their former glory.
    • Harmonious Rule of Claest, where the women rule over their sex slave men, and seek only to perfect their empire, their internal affairs, without the meddling of those other xenos.
    • Continual Order of Pesurbii, an all-male race with the unique trait which ensures their kin is Pesurbiin. With this trait they hope to spread their genetic influence across the stars.
    • Motaza Organism, a female hive mind who have already successfully integrated the other male species on their planet. Now they wish to connect with others, and let their spores spread.

 

Although this is just a fixed modern version of an existing mod I hope to expand upon it later to make it stand out a little bit more.


Goals for the future:

  • Add more races than just the original three, specifically utilizing more things like machine, or hive mind empires.
  • Add empires specifically for mods like Wild Lascivity, and Family Oriented.

 

 

Instillation:

      Empires for LV 0.6.0:

  1.   Unzip into your stellaris/mod/ folder
  2.   Stage so the mod loads after Lustful Void

 

 

Lastly, I would like to thank SexDwarf2250 for laying the groundwork, and writing the original code which I have so shamelessly taken, and tinkered with to make it work.

 

 

 

 

 

Empires for LV 0.5.0.zip

Edited by xal9k
Information about new empires (machine + hive)


What's New in Version 0.6.2

Released

Update 3: 

Added 5 empires which can spawn in a game. Those empires being the Protected Poimash People, the Holy Riisa'qul Council, the Harmonious Rule of Claest, the Continual Order of Persubii, and the Motaza Organism. I hope later to be able to get my head around some of the event mechanism, so I can do some neat stuff with that. In particular I think it would be interesting if I could set it up in a way to leverage events to have these defined empires have set relations-- like maybe everyone like the Poimash people more? Or if I made a prude race, certain empires are hostile because they are prudes. I will see what I can do in this regard.

EDIT: Realizing I forgot to add the little descriptions for the last two empires, I will include that in a minor update.

 

Spoiler

 

Spoiler

 

Update 2:

  Created two new empires which will (like the other three, provided the player has the dlc) spawn in every game.

The first is a machine empire of female sex bots (rogue servitor.) The second is an insectoid race which are brood swarm

who want to just spread and plant their eggs into any female they can find. I'm contemplating having either a few more

hive/machine empires, and maybe making at least one more corporation. If you have any suggestions, please let me know!

 

Update 1:

  Corrected the .mod file to correctly point to the actual mod. The mod should actually start and work now.

 

 


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