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All Enigmatic Technologies (Clean) (EEPerk)
   
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7 Apr, 2018 @ 8:20am
30 May, 2018 @ 4:06am
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All Enigmatic Technologies (Clean) (EEPerk)

Description
NB: You should almost certainly use the base version of this mod, rather than this version!

This is a version of All Enigmatic Technologies (Clean), where the dark matter techs can be unlocked by either:
  • defeating the enigmatic fortress and then researching both the encoder & decoder; or
  • selecting the Enigmatic Engineering ascension perk

The second option (ie. the option newly added by this mod) is, in my opinion, far too easy. Using this mod will almost certainly make the game too easy for the player.

Technical info / compatibility:
  • This mod is exactly the same as the base mod, with a few very minor changes to the conditions. See that mod's page for more details.
  • This mod is not compatible with the base mod - you can't run both at the same time.
  • I do not guarantee to maintain this mod through future versions of Stellaris (as I will not be using it myself).

Earlier versions / Beta versions:
  • All of my mods are available on Github[github.com] (eg. in case you want to revert to an earlier version)

TL;DR:
  • Tested version: 2.0.2
  • Required DLC: Leviathans
  • Ironman compatible: Yes
  • Achievement compatible: No
11 Comments
Greb 6 Oct, 2018 @ 5:18pm 
I see. I thought the main version was simply adding the techs to the tree by default with no other factors needed other than reaching that point in the tech tree, whereas this version was that + you also needed a specific perk.

If that's the case, I'll probably stick with this one then. Thank you!
jonjowett  [author] 6 Oct, 2018 @ 4:57pm 
@Greb:

It's not additional steps, it's an alternative route. The mere existence of a reasonable alternative makes the goal easier to achieve (because you can choose whichever route best suits your strategy).

In this case, I think the alternative route is actually easier - a unity- and research-stacking build will be able to reliably unlock the dark matter techs at a certain stage in the game (ie. as soon as they have researched tier 5 and can choose the EE perk).

On the "main route", you have to both find and defeat the enigmatic fortress - the size, geography and politics of the galaxy are an important factor. If the enigmatic fortress winds up being the other side of a powerful rival, you won't be going there until you have jump drives. Maybe this isn't such a big factor in small galaxies, but it can really screw you over in large/huge/bigger galaxies with lots of nations.
Greb 6 Oct, 2018 @ 3:07pm 
I think so. So you can't skip techs then? Sounds perfect. What makes you think this is too easy, though?

To me this requires additional steps to be able to research those techs by taking a specific ascension perk, whereas the base mod is just allowing you to research the techs without the need of the perk, right?
jonjowett  [author] 6 Oct, 2018 @ 2:32pm 
@Greb:

The base mod unlocks each dark matter tech when:

{you have researched both the encoder and the decoder}
and
{you have also researched the "normal" tech that precedes the dark matter tech}

---

In this mod, each dark matter tech is unlocked when:

{
{you have researched both the encoder and the decoder}
or
{you have selected the enigmatic engineering perk}
}

and

{you have also researched the "normal" tech that precedes the dark matter tech}

---

"Unlock" means "made visible for research" - you still need to spend time and techpoints before you can use the components.

Reverse-engineering from FEs is unaffected.

Does that answer your question?
Greb 6 Oct, 2018 @ 1:30pm 
I'd love it if this mod was combined with the base mod, so three methods were available to obtain EE techs and they weren't just available to every AI etc. Either 1) Reverse engineer Fallen Empire tech, 2) Get lucky with the Enigmatic Fortress or 3) Reach the end of each specific tech tree + have the Enigmatic Engineering perk.

Is the 3rd option what this mod does, or does this mod simply auto unlock all of the EE techs the moment you claim that ascension perk? I can understand your concerns for the game being too easy if that is the case, but if it's merely a requirement on top of needing to reach the end of the tree that would be great, I feel.

I.E the requirements for researching those techs naturally was Base Mod + Requires Enigmatic Engineering perk? Rather than either / or?
jonjowett  [author] 17 Apr, 2018 @ 2:55pm 
@Karamia: Good to know, thanks for the update.
The Unbidden One 17 Apr, 2018 @ 1:56pm 
I apologise i found the problem this mod was conflicting with an out of date mod i had which adjusted fleet and naval capacity research as a result when the pop up granting you access to the enigmatic tech triggered which would follow after completing the research for mega-engineering the game would crash after uninstalling that mod everything works perfectly completely not this mods fault.
jonjowett  [author] 16 Apr, 2018 @ 7:38am 
@Karamia: This mod has nothing to do with the "Mega Engineering" technology. Perhaps you've got the wrong mod? If not, could you clarify?
4815162 15 Apr, 2018 @ 7:33am 
thanks
The Unbidden One 14 Apr, 2018 @ 9:32pm 
As soon as the mega engineering research completes my game crashes to desktop not sure why.