Stellaris

Stellaris

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StarterTech 2
   
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11 Apr, 2017 @ 11:56am
7 Jul, 2018 @ 4:40am
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StarterTech 2

Description
There is now version 3 for 2.3+!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1799193471

With Utopia and the new Civic system, i decided to rework my old Startertech mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=697788706

This version no longer uses Traits to grant Techs at start, it now uses the Civics, just like Mechanists.

Clones:
You start with Genome Mapping and Cloning.
Your Homeworld starts with 1 Clone Vat
Additionaly the Pop Growth is reduced by 25%

Terraforming:
You start with Terrestrial Sculpting and Ecological Adaptation
Also Terraforming is 20% cheaper and 20% faster

Weapon Masters:
You start with T2 Mass Drivers, Lasers and Missiles.
You also deal 10% more damage with each, but your Shields and Armor are reduced by 20%

Defense Masters:
You start with T2 Shields, Armor and Point Defense.
You also have 20% stronger Shields and Armor, but you deal 10% less damage with your Weapons

Free Education:
You start with the techs for T2 Labs
Research Stations are 10% Cheaper, Mining Stations cost 10% more

Industrial Monopol:
You start with the techs for T2 Production Buildings
Mining Stations are 10% Cheaper, Research Stations cost 10% more

Modular Bots
Lets you start with Robomodding and a 10% decreased cost for new bots

I had to override Mechanist, Syncretic Evolution, Life Seeded and Apocalytip Start.
76 Comments
Shadow 0f 117 1 Nov, 2019 @ 1:07am 
When you don't see that a mod was updated the next day after you had an issue for like 6 months
Lazerus Artificial  [author] 10 Jul, 2019 @ 8:28am 
@Shadow 0f 117: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1799193471 there you go, updated to 2.3. I left a few bits out and moved a few things around, in my test it seemed to work.
Lazerus Artificial  [author] 10 Jul, 2019 @ 5:17am 
to be honest, i have the files for a v3 of this mod. i just dont know how i would like to rebalance them now that so many things have changed. if i want to add the endgame-crisis tech too or not. but i could propably make it work now. so maybe when i have time after my other projects...but just maybe
Shadow 0f 117 9 Jul, 2019 @ 7:53pm 
I would simply like to say that I appreciate that you at least took the time to respond to a comment on an older mod.
Lazerus Artificial  [author] 9 Jul, 2019 @ 5:11am 
@Shadow 0f 117, no idea, havnt looked into it since then.
Shadow 0f 117 8 Jul, 2019 @ 11:11pm 
Lazerus by any chance have you figured out how to get the clone tech portion of the mod working it seems that the passive of increased growth is either still work or I got it to work when I messed with the txt files if it was broken like you said it was for something completely unrelated because I didn't want to have to be materialist for the clones civic.
Peter34 21 Feb, 2019 @ 8:27pm 
Yes, 2.2 changed a lot of things gameplay-wise, so I'm not surprised that it changed on the modding side too.
Lazerus Artificial  [author] 21 Feb, 2019 @ 10:16am 
Thats what i just tried. Removed the Vats and changed a few techs around, but the event no longer triggers, which means that not a single one of those civics works.
I couldnt even see the passive effect like increased growth working.
So something big has changed, which forces me to write a completely new mod instead of just updating a few lines of code.
Peter34 21 Feb, 2019 @ 10:13am 
I don't think you should give Clone Vats at start. It's fucking powerful in 2.2!

As for my low-effort idea, it basically involved giving certain Techs at start, in order to justify the opportunity cost the Civic, and then on top of that a small bonus. For instance "Free Education" could give the three Techs that gives +20% to Phys/Soc/Eng output and then also give a +5% bonus to Research Speed. Likewise Defense Masters could give the Techs for Armour II and Shields II and +5% to Armour/Shield/Hull HP. Stuff like that. So a hacky but workable solution to achieve something similar to the current pre-2.2 version of your mod.
Lazerus Artificial  [author] 21 Feb, 2019 @ 10:09am 
Clone added a Clone-Vat on the starting Planet.

Also i just tested it, seems like i would have to rework it from the ground up.
The event that grants techs on start no longer works, so i would need to find a new way to do it.
The buildings have changed, so i can no longer give the Clone Vat at start.
Some Research has changed, like the Tech-Labs. It is now just one building, which means that the old tech i used no longer works.
And from what i could see, the passive effects also no longer work.

So maybe, just maybe i will rewrite a new V3 someday in the future. But for now? Nope.