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Shadow's Defines [For Utopia 1.5.1]
   
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12 Apr, 2017 @ 8:12pm
15 Apr, 2017 @ 8:45pm
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Shadow's Defines [For Utopia 1.5.1]

Description
This is the 1.5.1 version of my old Shadow's Defines mod. This mod makes a broad number of changes, be warned!

NInterface changes
Changes made to support anomaly research changes; to make large transactions easier to manage; to increase the name length of ships, species, and empires.

NGameplay changes
* You can now attempt to colonize anywhere, regardless of how stupid it is to do so; nebulae are now massive molassas pits in which you move at 20% speed; at least 1,000 of all resources may be stockpiled at all times, and planets have a base of 5 armies, and the galaxy tries to contain 12 special resource clusters.
* The leader cap is up to 120, assuming you're going to be recruiting a lot of generals and governors to run your planets. Leader Pool default size increased to 4, leaders refresh every 3 years, and have a much wider age range. Scientists gain more XP from special projects and deep scans, since those always take forever.
* Anomalies should be more abundant, and critical fail chance is down from 1:5 to 1:20.
* Without a research director, you're not getting any research done. You need research directors! However, you also won't be penalized for the number of pops or colonies you have. (The costs of high-tier research has gone up significantly, however.) Research agreements now reduce the cost by 75%, so take care with whom you sign these, as they'll quickly catch up to you!
* Most pacts now grant you influence, instead of costing it. Influence was meant to be spent, not frittered away unless hoarded by jealous isolationists. The system cap is up to 30, down from 500 in the old version of Shaddefs, but still way up from the vanilla 3. You no longer suffer a cost for declining a peace offer unless the warscore difference is 100 or greater - IE, you're getting curbstomped. You can move your capitol world more cheaply, but far less often; four times a century.
* You can pick five Ethics and six Civics. (It would have been seven, but the UI makes it so you can't pick more than six.)
* You can specify shorter trade deals of as few as five years, and as long as a century.
* Ships will now attempt to repair themselves after only a week, and stations will now attempt to repair themselves after as little as one day.

NSpecies Changes
You may choose as few as 0 or as many as 5 ethics (see above,) may spend up to 5 trait points and may make 9 trait picks.
* By request: Reduced the number of MANDATORY ethics to 0. Have a heartful of neutrality if you really wish! Be Space Swiss!

NShip Changes
Energy and Mineral maintenance costs are down, repair rate is up a bit.

NPop Changes
* Offers of citizenship are overwhelming attractive, multiplying the migration attraction by a cataclysmic 10. Give me your tired, your poor, your huddled masses yearning to breathe free; the wretched refuse of your teeming shore. Send these, the homeless, tempest-tossed to me, I lift my lamp beside the golden door!
* Food surplusses now allow for far more extra growth, and the minimum number of pops that a planet is counted-as having is now 1, instead of 10, so initial colony expansion will be rapid if you prioritize food production.
* Industrial extermination is now regrettably efficient, being completed in only one year, instead of nearly five. However, slaves are much more incendiary, and will unquestionably be in open revolt at 0 happiness - such as if you're exterminating them.

NArmy Changes
Army maintenance is now much cheaper, armies require far less XP to reach advanced stages of experience, and can have up to four attachments, three of which must be unlocked by ranking up.

NEconomy Changes
* The starting numbers have generally been increased across the board.
* Outposts cost a lot more minerals and have an upfront influence cost, as well as a (slightly) larger EC cost. However, they grant you 6 Influence a year, paying for themselves in 11 years.
* Expansion cost does not increase per range. None of that bollocks on my watch!

NAI changes:
* Without cause, trust will not change. Guarantees of independance, research treaties, and defensive pacts now grant far more trust, whilst a NAP grants far less (though it still grants some.) Being at war is now cataclysmic to trust, ticking it away at a whopping 5/mo, whilst the trust loss for being rivals has been halved, to 1/mo.
* Threat now takes distance quite a lot more into account, and NAP/Defensive Pacts are vastly reductionary to threat. This should hopefully prevent the AI from getting too paranoid about powerful but generally nice player empires.

Technology Cost changes:
Early tech costs have gone done, but the rest have gone up, way up, to support the research non-penalization changes. This is to encourage plucking of low-hanging fruit, and cease penalizing building wide.
12 Comments
WatcherCCG 21 Sep, 2017 @ 2:22pm 
Here's to hoping you got the energy and will to update for 1.8.
Imortis317 13 May, 2017 @ 7:06pm 
Hey guys I have trying to figure out the Diplomacy finisher which is supposed to increase trust cap, but it doesn't seem to work as intented. I even tried increasing the trust cap in the diplomacy tradition text file, but it doesn't seem to do a thing.

From the looks of it it only seems to effect federations which doesn't make sense otherwise it would specifically say trust cap of federation is increased.

I have also tried increasing the max trust cap of other diplomatic choices in the defines text file but it also does not seem to do anything.

Not sure what is happening there. Maybe one of you has an answer.
WatcherCCG 9 May, 2017 @ 3:46pm 
I don't envy you, Shadow. Good luck.
ShadowDragon8685  [author] 8 May, 2017 @ 12:19pm 
Ooooooooooh, FMR.
WatcherCCG 8 May, 2017 @ 11:54am 
Adams is dropping tomorrow. Hope you're ready, friend.
WatcherCCG 30 Apr, 2017 @ 5:27pm 
Oh, minor oversight. Hive Mind still only takes 3 ethic points. You need to spend all of them to save an empire or load the game. I guess change it to cost the full 5? Although I do find it quite funny to be able to give my hive mind a couple extra ethics or a single fanatic.
ShadowDragon8685  [author] 15 Apr, 2017 @ 8:46pm 
@Eowyn the Badass: There you go. Now you can have a heartful of neutrality if you want to. Completely untested. Have fun!
ShadowDragon8685  [author] 15 Apr, 2017 @ 8:35pm 
That wouldn't be a difficult change, no. I can do that, but maybe you should consider making that as a standalone defines tweak, get your own feet wet modding?

Regardless, I'll crank that out in a bit, once I'm done my midnight snack.
House of Krey 15 Apr, 2017 @ 2:38pm 
Can you make it so you don't have to choose 3 ethics and can choose fewer? This change ruined my RP so badly I had to revert it myself by going into the vanilla defines.
WatcherCCG 13 Apr, 2017 @ 11:22am 
A LOT of stuff got screwed up by Utopia. Thankfully Wiz promised 1.6 and 1.7 were going to fix everything they could.