Stellaris

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Niri Mod
   
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27 Feb, 2018 @ 4:18pm
15 May, 2018 @ 5:33pm
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Niri Mod

In 1 collection by bigoof
Niri Mods
3 items
Description
A General balance mod that I made for personal use, lots of small changes and a new system start called Niri.

NIRI MOD CHANGES
A list of changes that Nirimod makes to the game.

Point defense changes:
- Autocannons can now act as point defense.
- Point defense and Flak cannons now have damage modifiers to further differenciate and make them better against their intended target (Flak vs Strike Craft, PD vs Missles).
- To balance these changes, missles/strike craft generally have more health/survivability. In particular, strike craft have better shields, torpedoes have armour and swarmer missles have reduced health in exchange for high evasion and improved speed.

Upkeep changes:
- Ship mineral upkeep reduced by 50%.
- Ship energy upkeep reduced by 40%.

Ship Speeds:
Increased speeds of ships.
- Very Slow - 100, Colonizer.
- Slow - 120, Battleship, Titan.
- Default - 150, Cruiser.
- Fast - 170, Destroyer, Constructor.
- Very Fast - 200, Corvette, Science, Transport.

Trust:
- Max Trust now 200, up from 100.
- Defensive pact builds trust to 200, up from 100.
- Federation Association pact builds trust to 150, up from 100.
- Non-aggression pact builds trust to 100, up from 75.

Max evasion:
Now 95% instead of 90%.

Changed Utilities (Armour, Shields):
- Shields now recharge much faster, but cost slightly more.
- Armour now provides more protection, but costs more.
- Dragon Armour now has armour regen.
- Crystal plating improved.

Ethics changes:
- Max ethics changed to 4.
- Ethics points changed to 4.
- Gestalt Consciousness cost changed to 4.

More and Better Leaders:
- I always find my leader pool filled up with scientists with no room for multiple admirals/generals so I increased the base cap by 5.
- Leader techs now give more max leader capacity.
- Increased base Leader pool to 4.
- Increased max leader level to 15.
- Improved the "Aristocratic Elite" and "Distinguished Admiralty" Civic to give +5 Leaders.
- Reduced the minimum age of leaders to 24 (was 28).
- Improved "Transcendant Learning" Ascension Perk to give +5 Leader capacity.

Modified defense platform and ship sections:
- Changed the utilities on defense platforms from 3 medium + 1 auxillary to 1 large, 2 medium, 2 small + 1 auxillary.
- Increased the number of auxillary components available on destroyers, cruisers, battleships and titans to 2,3,4 and 6 respectively. Vanilla has them as 1,2,2 and 3.
- Corvettes remain unchanged at 1 auxillary slot.
- Increased the number of Utility slots on all military ships.

Modified tradition costs:
- Subsequent traditions changed from 6 to 5 extra cost.
- Colonies now increase cost by 10%, down from 20% and systems increase cost by 1% each, down from 2% each.
- Every adopted tradition group now increases cost by 4% instead of 5%
- Reduced exponential cost gain.

Increased starbase building (not module) capacity by 1 for each level:
- 1 for outpost, 2 for starport, 3 for starhold, 4 for star fortress, 5 for citidel.
- This means while you still can't build ships from outposts you can get resources from them (hydroponics bay, black hole observatory, nebula gas refinery ect.), use them in a more offensive/defensive way with offensive/defensive auras or even just use them as a forward listening post (with listening post) or for resource storage (with resource silo).
- Also obviously gives more flexibility with later starbases able to have more buildings.

More Ascensions:
- Increased the maximum number of ascension perks to 12.
- Added a Repeatable technology to gain more available slots.

Reduced Hyperlane Windup:
- Reduced the wind-up time for hyperlane travel from 15 days to 5 days.


And last but not least... The Niri System start
The Niri system start includes a custom home system and five neighboring systems.

Niri System:
- G-class star.
- 25 tile home planet with custom resources, including a betharian stone deposit.
- A 16 tile Gaia planet orbiting a Gas giant, has alien pets deposit and a lot of food.
- 1 Molten planet close the the sun.
- 2 frozen planets in the outer area.
- Gas giant also has 2 smaller moons (barren).

Velutaria:
- F-class star.
- 1 size 22 ideal-class planet with an asteroid belt modifier and custom deposits focusing on minerals.
- 3 asteroids floating amoungst the system's asteroid belt.
- 2 barren outer planets.

Vantarii:
- G-class star.
- 1 size 18 ideal-class planet with 2 barren moons and custom deposits focusing on energy credits.
- 1 large asteroid with 3 smaller orbiting asteroids.
- 2 small barren planets.

Imakka:
- G-class star.
- 1 molten planet.
- 1 barren planet.
- 1 size 19 savanna planet.
- 1 size 21 tropical planet.
- 1 size 23 tundra planet.
- 1 frozen planet.

Shar-Kasa:
- F-class star.
- 1 size 22 ocean planet with an orbiting size 17 arid planet.
- 2 large asteroids.

Pallyria:
- Pulsar-class star.
- Empty, no planets or asteroids.


Other Versions:

Niri Mod with only the system start and none of the extras can be found >>> here <<<

Niri - Better Leaders mod



This is my first mod, which I mainly made for my own enjoyment, some changes may not be fully balanced. I am open to constructive critisism and will attempt to make any changes I can to improve the mod. I do not usually mod games nor do I have training in coding so everything done in this mod I taught myself to do. So if you want me to add something specific to the mod I can definitely try but it may take some time. That being said, if there is anything you want added to the mod I will do my best to add it in.

pls subscribe and have fun!
Popular Discussions View All (1)
3
12 Jul, 2018 @ 4:30am
Compatibility with Plentiful Traditions??
Arkar1234
15 Comments
Shadowstorm 17 May, 2018 @ 9:36am 
First, I want to thank you for a MOST EXCELLENT mod.Second,I want to thank you for such a quick response.Third,I want to say im a total numbskull,lol.I just set my up my custom empire and changed the name of my homeworld to Niri and the solar system came up as Niri.I'm now sitting here laughing at my self for being a tard.Again Sir, I thank you...this is gonna be soooo much fun,hehehe.Hope the days going good for you and ima keep an eye open for you future stuffs.Very much liked and favorited,This is gonna be an even more awesome game now.
bigoof  [author] 17 May, 2018 @ 2:41am 
Hey kwaune, this might sound like a stupid question but are you sure you set the starting system as Niri for your custom empire? That is the simplest reason i can think for this problem coming up.
Shadowstorm 16 May, 2018 @ 10:33am 
The game changes seem to be there but i cant for some reason get the niri system to show up.My starting plantet is still 18 tiles and no sign of the other ones either.Is there something im missing?
bigoof  [author] 15 May, 2018 @ 5:43pm 
Hey Doc,

The neighboring systems have been fixed, they should spawn now. I don't think there should be any problem with a multiplayer game as long as both parties are using the same version of this mod.

While not exactly what you asked for, I do intend on creating more system starts in future versions. However, this may take some time as I am almost always busy with other responsibilities. I will attempt to have something new for you guys in the near future.

Thanks for your feedback!
Doc 12 May, 2018 @ 6:26am 
Great mod! I'm having a little trouble in a multiplayer game, however.

Two of us are using the Niri system start. The home system is fine, but none of the neighboring systems are spawning for either of us. Is there anything that needs adjusting for a multiplayer game?

Alternatively, could the Niri system be copied a few times with different system names so each player can have a unique start system?

Thanks for the mod. I really enjoy the balance tweaks.
Cog117 22 Apr, 2018 @ 9:21am 
Thanks so much!
bigoof  [author] 20 Apr, 2018 @ 1:17am 
Just uploaded the new rebuilt version and the edict cost bug has been fixed.
Cog117 18 Apr, 2018 @ 8:49pm 
Activating this mod causes for all edicts to lose their cost. I really like this mod, but this is a bit of a big bug.
bigoof  [author] 6 Mar, 2018 @ 7:50pm 
Short answer is No, I didn't directly change strategic resources.
However it is possible that due to the increased chances of mineral and energy deposits spawning there could be an inherently smaller chance of strategic resources spawning instead of minerals or energy.
Lyrdian 6 Mar, 2018 @ 11:35am 
Did you change strategic resources in anyway? seem to be far less common than before