Stellaris

Stellaris

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Stellaris Reworks Mod
   
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995.300 KB
14 Jun, 2016 @ 1:55am
10 Jul, 2016 @ 9:44pm
26 Change Notes ( view )

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Stellaris Reworks Mod

Description
Welcome to the Stellaris Reworks Mod. This is a mod I am personally taking on. This is a continuous project that will keep adding new features and techs to the game. I am trying to keep this in sync best I can with vanilla so the game still "feels" like Stellaris. Although I have done a massive overhaul to the weapons to help balance everything out and make every tech option and government type a viable option to compete with. I hope you enjoy my works.

New Features:

Created 17 New Technologies:

Society:
Xeno Ecology
Xeno Empathy
Xeno Meditaiton Sciences
Ecological Engineering
Advanced Ecological Engineering
Secrets of the Sentient Brain

Physics:
Subspace Information Networks
Polymorphic Software
Advanced Sub Atomic Theory
Applied Relativity
Unified Field Theory
Photon Wave Mehcanics

Psionics:
Psionic War Beasts

Engineering:
Liquid Light Circuity
Advanced Science Lab
Planetary Unions
Core Industrial Administrative Ethics

Ship Designer:

New Navigational Sensors - In the ship sensor selection
New Ship Computers
Customizable Ship Hull

New Empire Unique Buildings Minus their Graphics (sorry):

The Super Collider
Glactic Institute of Technology

Spaceports:
Level 2 to 6 Spaceports now reduce the building costs of your ships significanly with each step up!


Edit to existing Features:

Changes to Weapon Balance (All weapons stats have been redone and tested)
Increased costs of combat computers and ship sensors.
Reworked Hull points of all ship builds
Separate Weapon/Sheild/Armor/Reactor/slots
Revisit your ship designer often! This is where a lot of the new stuff is.
Utility slot changes:
Large = Reactor Slot
Medium = Shield Slot
Small = Armor Slot
Stronger space stations - Much more hull per level
More Fleet Capacity per space station level
Navy Population size multiplier increased
Border expansion based on pops increased slightly
Customizable Frontier Outposts
Leader pool recycles every 4 years
Younger starting leaders
More border expansion and fleet capacity based on pops
Stronger base ship builds - Much more customizable
Stonger aliens across the entire galaxy
More custom resource clusters
Strike craft per slot increased from 4 to 40 - stats adjusted as well.
No more warp cool down to make warp competitive
Rule ship from military dictatorship buffed
Technology research times increased for mid and late game
Game starts from 10000.01.01
Popular Discussions View All (8)
1
19 Jun, 2016 @ 12:52pm
6/19/2016 Update
Fortitude of the Night
0
1 Jul, 2016 @ 10:47pm
Update v1.2.1
Fortitude of the Night
0
30 Jun, 2016 @ 12:12pm
v1.2.1 Update - Coming Soon
Fortitude of the Night
7 Comments
Strangelove MD. 26 Nov, 2017 @ 1:53pm 
Hey man keep this thing going. You're doing a great job and this is a very needed mod. Hope you can make it more compatible with the liks of ISB, NSC, Alpha etc.
L_Chabb 15 Apr, 2017 @ 4:01pm 
Nae Bother Ill just unsuscibe for a wee while till I hear its a go
Fortitude of the Night  [author] 14 Apr, 2017 @ 6:17pm 
Back to 1.2

I have not had time to work on this. Sorry.
L_Chabb 13 Apr, 2017 @ 12:00pm 
its not playable with v1.5+ what version is this playable with?
Fortitude of the Night  [author] 2 Jul, 2016 @ 1:50am 
Definitely incompatable. It would take a bit of work to make the ship designer stuffs compatible. But everything else merges slowly from what I saw on my check with the two running simultaneously.
Gray Death 2 Jul, 2016 @ 12:58am 
Looks interesting, but will likely be incompatible with ISB (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=693447055) Anyway, I will try it at some point.

Can you list the modified basefiles to see which mods are compatible and which don´t?
Narrelama 14 Jun, 2016 @ 3:19am 
Looks like a sorely needed mod; and I will try it. Only I am in the middle of a save that is going somewhere..
But I wonder what mod's it is compatible with? Or what types of mod it will likely be incompatible with?
Have you changed the cost of researching weapon systems, or the tech tree?
Can I activate it midway in my save?