Stellaris

Stellaris

69 ratings
Pre-FTL Players Testing
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27 Oct, 2020 @ 7:16am
10 Nov, 2024 @ 3:29am
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Pre-FTL Players Testing

Description
About the mod: The mod changes the route to FTL technology. Instead of starting with Faster than Light travel, a player will now need to research it. Without spoiling too much, you will first need to research an experimental hyper-drive technology that will start to appear probably 40 years or so into the game. As such, you'll probably want something to do while you wait. My recommendation is running this mod with Planetary Diversity, and Planetary Diversity - Planetary Habitats. That will allow you to spread more in your home system by allowing you to colonize asteroids, and the other planetary bodies in your home system. You could also try mods that would allow you to build Habitats sooner, as well as other mods which allow you other paths to colonize planets in your home system (there are many).

Full credit for the mod goes to Pode and any collaborators who assisted him! All I've done is tweak a few things to bring it up to date and make life a smidge easier.

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Note: I've had many people request that I add a non-ftl drive style interstellar travel method. It is not possible at this time using the same methods used here for the experimental drive. Once you get below a certain interstellar speed, weird things start to happen (such as ships becoming stuck at the end of the hyperspace lane, just barely not entering the system while the arrival time goes negative). We have a workaround for the exp drive, but it is proving more difficult than it should be to adapt that workaround to a non-ftl drive and get realistic non-ftl travel times/speeds. Consider it in-progress, but not any time soon.
Popular Discussions View All (5)
20
31 Jan, 2024 @ 2:14pm
Bugs
Sleeeper
14
22 Nov, 2020 @ 11:47pm
Ideas and response
Kepos
5
30 Jun, 2022 @ 2:35pm
Future Plans
Getglad188
247 Comments
Athena 10 Jul @ 4:48pm 
Great idea, maybe as an alternative to being locked into your system you just get a very, very slow FTL drive and have to research some kind of breakthrough to make it faster/normal speed, like it takes 5 years to reach a nearby system or something. Some mods have made it so the travel speed is super slow instead of the windup time, could be like that.
john.fisher.bobbins66 4 Jun @ 8:40am 
ok - maybe jst v slow!
Sleeeper 4 Jun @ 8:32am 
Works fine in 4.0. I was just unlucky and only gained tech at 2270, mini one system challenge.
john.fisher.bobbins66 4 Jun @ 7:22am 
i think the recent release may have bust this, i can get the exp hyper drive but never the next one, not sure if the changes to labs has done this? hope you hav etime to fix it as always play with your mod
76561199001340848 11 Mar @ 11:32am 
Does this mod make all empires pre-ftl or just the player? and the fallen and marauder empires?
AL|EN 9 Feb @ 8:06pm 
@Getglad188 Thanks for this update!

Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.

You can also set "supported_version=v3.*" to avoid updating it for every minor version.

I've also reported this as a bug but so far no fix.
Getglad188  [author] 5 Feb @ 2:15pm 
@Bunker Snake
Updating current mod content for game updates only. I'm not developing/implementing new features.
Bunker Snake 1 Feb @ 3:23pm 
is this still being updated?
NotEnoughLigh_t1 15 Dec, 2024 @ 5:46pm 
aswell different events related to space exploration missions, diplomatic meetings, solving enviromental problems, wars, etc
NotEnoughLigh_t1 15 Dec, 2024 @ 5:46pm 
different paths
- like on earth, world wars will happen with a faction of opposing ethics of your civ attempting to control the planet like in WW2, on defeat some experimental technologies or research bonus are given to you
- technological catalyser, with result of advancement of science, rise of commercial flight, industrial expansion etc, but guarantees that it leads to enviromental problems
- the cold war begins with 2 or more powers begin influence on world, causing an espionage war and advancements on science, its likely a war happens if player makes decisions poorly
- planetary catastrophe, with approach of an asteroid your civ will begin rushing rocketry science to take it down or will transform your world into a tomb world and kill part of population
- overcrowd, with increase on population the planet begins taking bad effects from extreme urban expansion, which can or not lead to transformation of planet into a ecumenopolis