Stellaris

Stellaris

Gowps's Stellaris Additions
Showing 21-24 of 24 entries
< 1  2  >
Update: 28 Mar, 2020 @ 3:52am

Allows Rogue Servitors to restore Relic Worlds and make Ecumenopoli.

Update: 25 Mar, 2020 @ 1:02pm

Changes Senate Floor time to be 2 years, down from the default 5 years.

Update: 18 Mar, 2020 @ 7:51am

disabled the pirate event

Update: 16 Mar, 2020 @ 11:12am

Initial Upload.

This mod makes a few tweaks in various areas of gameplay.

CHANGES:

Tradition Cost is slightly decreased overall, by about 25%, and the exponential cost modifier is reduced from 1.7 to 1.6.
The effects of empire sprawl on Tradition and Technology Cost is INCREASED by 50%
The cost multiplier for adopting multiple tradition groups is halved.

Increased maximum trade deal length from 30 years up to 100 years

The Private Prospectors Civic for Megacorps has had it's increase in administrative capacity increased back to 20, with the description adapted to reflect this.

Increased how much each admin cap tech increases admin cap by.

Doubles war exhaustion gained from having a planet destroyed.

You also gain score from military power.

Made pops more likely to shift ethics.
Increased the minimum faction size from 5 to 10

War in Heaven will always happen

Halved the cooldown to reform government from 20 years to 10 years.
Reduced the cost to reform government from 250 influence to 200.

Increased the base admin cap to 60

Combat Width on a planet has been increased. Used to be a base of 5 then each additional planet size gave 0.2 combat width. It now gives 0.4 combat width per planet size.

Subject integration cap has been increased from 1 to 5.

Each pop in the empire now gives 0.01 naval capacity.

The base number of megastructures you can construct simultaneously has been increased from 1 to 2.

Makes the AI very unlikely to take biological ascension or xeno compatability to cut down on the number of species templates.

Makes it so you can follow both the psionic path and the biological path.

Everyone can take nihilistic acquisition.

Changes Mastery of Nature to add 2/3/4 Districts depending on planet size.

Changes Arcology Project to cost less/the same/more depending on planet size.

ADDITIONS:

Increased starting resource storage by 15000

Increases Max Ascension perks by 4, with 4 mid - late game rare techs to unlock these
(Compatible with Expanded Stellaris Traditions, let me know if you suffer any compatibility issues with other mods and I can work to rectify it)

Added a tech to let you unlock an extra Civic Slot

Adds 3 techs that increase the number of trait points you have. (3 for each species type: Biological, Robot, and Machine)
Increases the number of trait picks available to 8
It also adds (currently) two traits: Photosynthetic and Partially Photosynthetic.
These reduce the food upkeep for a pop by 100% and 50% and cost 4 and 2 trait points respectively.
If a species is Photosynthetic and you opt for the "Nutritional Plenitude" Policy, the +25% to food upkeep will still apply, just instead of a pop's food requirements increasing from 1 to 1.25 for example, it would increase from 0 to 0.25.

~There's also an event that fires after destroying a pirate station for the first time, allowing you to choose how to deal with some captured primitives, but I'm planning on redoing that soon.~ This is very WIP atm.

Adds 4 Decisions to increase planet size:

Cities in the Sky - Adds between 2 and 4 more districts, and adds 4-6 Technician jobs depending on planet size.

Downward Expansion - Adds between 2 and 5 more districts, and adds 4-7 Miner jobs depending on planet size.

Worldwide Infrastructure - Adds between 1 and 2 more districts, and adds an assortment of Clerk/Enforcer/Administrator/Maintenance Drone/Patrol Drone/Replicator/Coordinator/Synapse Drone jobs depending on planet size.
This can also be done on a ringworld, however it is quite expensive. It will add 2 more districts, and again adds an assortment of Clerk/Enforcer/Administrator/Maintenance Drone/Patrol Drone/Replicator/Coordinator/Synapse Drone jobs.
This can also be done on a habitat. It will add 1 more district, and again adds an assortment of Clerk/Enforcer/Administrator/Maintenance Drone/Patrol Drone/Replicator/Coordinator/Synapse Drone jobs.

Verticalised Hydroponics - Adds between 2 and 4 more districts, and adds 4-6 Farmer jobs depending on planet size.
The farmer jobs are swapped for miner jobs if playing as a lithoid empire.
This can also be done on a ringworld, however it is quite expensive. It will add 2 more districts.
This can also be done on a habitat. It will add 2 more districts.

FIXES:

Allows you to send Insults every day

Attempted to set a maximum you can hold for each science "resource" to prevent overflows.

Fixes turning a planet into a tomb world when bombarding it - also makes all bombardment slightly stronger.