Stellaris Modding

Use when creating, editing, or reviewing Stellaris mods and you need self-contained guidance on Clausewitz/PDX script structure, file placement, scopes, triggers, effects, on_actions, events, technologies, buildings, districts, POP/jobs, traits, governments, relics, archaeology, decisions, special projects, situations, megastructures, components, zones, or vanilla-aligned conventions informed by CWTools and vanilla Stellaris.

kongyo2 9dacab1 21 files · 267.6 KB Updated

File contents

kongyo2/stellaris-Skill/tree/main/stellaris-modding commit 9dacab1995

Frequently asked questions

npx skillmds@latest add kongyo2/stellaris-modding