Stellaris

Stellaris

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[3.14] Harvest Engine Crisis
   
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14.055 MB
10 Dec, 2024 @ 4:28am
10 Dec, 2024 @ 6:15am
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[3.14] Harvest Engine Crisis

Description
Now updated to Stellaris version 3.14!
Harvest Engine Crisis for the 2022-2023 Modjam - Made by Team Dubbonomics



A mysterious new threat emerges from the galaxy's deep and forgotten past. Following their long-lost imperatives a horde of powerful and ancient machines arises to scour the galaxy.

With countless lives across the stars at stake, will the nations of the galaxy survive the relentless onslaught?


  • Face a powerful new Mining Drone Leviathan and its fleets as they attempt to fulfil their ancient directive.
  • Fight to protect the galaxy, or turn the Harvest Engine's power upon your enemies.
  • Unlock special interactions and new components through combat and analysis.
  • A new relic and unique system to seize.
  • Reach out to the intelligence at the heart of the Engine and bend it to your will.


  • Not save game compatible
  • Modifies ai_should_restrict_system in game_rules, no other overwrites
  • Alters Checksum, aka no Achievements. Sorry.
Popular Discussions View All (1)
2
7 Feb @ 2:38am
PINNED: Bugs and Issues
Dunno
27 Comments
一般通过小左左 22 Jun @ 4:22am 
is it still work?
{S}podod 25 May @ 10:03am 
does this get a update for 4.0?
Tide 31 Mar @ 2:51pm 
Tried this yesterday, the fleets seem extremely overpowered for when they spawn. In my playthrough, they spawned with 24k firepower and beelined to my capital. Might be best to add a option to reduce difficulty.
The Angry Cheese 28 Mar @ 9:09pm 
Still working today?
LEMONS? 3 Feb @ 12:59pm 
1 million starting fleet power AFTER nerfing with crisis manager mods at day one in year 2300 is a little rough.

I hope their reinforcements aren't as strong, cause if so NOBODY is surviving this. Hoping you didn't give up on that fleet power difficulty patch lmao
perl 11 Jan @ 9:34pm 
Looking forward to your update :)
Archaeon  [author] 16 Dec, 2024 @ 6:05am 
Finally, this was made independently of gigastructures in 4 weeks for a modjam two years back, I personally havent used Gigastructures since they added Flusion or Attack Moons and thus i'm completely ignorant of how the Blokkats function, let alone how theyre designed, hence why their design was not taken into consideration for the mod design
Archaeon  [author] 16 Dec, 2024 @ 6:05am 
Original Author here

The scaling for the crisis was designed for pre 3.6 and 3.8 balancing adjustments (the ones that saw tech slowed down and fleets scaled down), I've been unceremoniously pulled out of retirement to look at rescaling it as best as possible but as someone who has significantly less free time than when I did when making this mod, don't expect an update until christmas (unless Dunno does the difficulty rescaling himself, which hes already told me he is reluct

The intended difficulty is 1x difficulty, i recommend using Crisis Manager or other mods that allow dynamic scaling of crisis difficulty for now until I can get around to redoing the difficulty scaling (amongst other things)

I also told you Dunno to wait for me to fix the difficulty scaling smh smh
Commander Ashfield 16 Dec, 2024 @ 5:31am 
@Space_void
Agreed
Space_Void 15 Dec, 2024 @ 12:15pm 
@Commander Ashfield Well my advice would be upload 2 versions of the mod, one tailored to normal scaling of the original game and one for OP mods. This is the kind of thing I need end game fleets to take on.