Stellaris

Stellaris

Advanced Spaceport Modules with ships
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Update: 8 Jul, 2016 @ 9:56am

Fixed some incorrect technology text

Update: 7 Jul, 2016 @ 9:34pm

Ships have now been added.
This module was built on top of Advanced Fleet Operations, and that module has been dropped so I added ships.
If you already have AFO you can turn it off.

These ships use the same names so existing games will load, but…
I structured the technologies that activate them differently. That means on an existing game your fleets will still have them but you will not be able to build them again until you research the new technologies. I apologize for the double tech hit.

In play testing with AFO I found the single tech per ship blocking on early tech research. In one example both Interceptor and Assault Ship techs came up as 2 out of the 3 choices. Early game I don't feel the need to build that many ships so I went with the non-ship tech as the only choice. Later, along came Frigates and I ended up with 3 ship techs out of the 3 choices forcing me to waste time building a tech I did not want just to get passed it. To solve this, I pair up the ships in corvette variants / destroyer variants / cruiser variant techs.

New games will not have this problem.

Update: 1 Jul, 2016 @ 8:06pm

Updated to 1.2.1

Just a version change

Update: 27 Jun, 2016 @ 9:46pm

Updated to work with 1.2

Added:

Advanced Medium Military Stations
Activated through a new rare technology, only after Fortress has been researched
Advanced Large Military Stations
Activated through a new rare technology, only after Advanced Medium Stations has been researched
New rare technology Military Station Mandate
This lowers station construction costs and upkeep

Adds stations to fortified ruler trait and Secure Boarder leader agenda

Update: 12 Jun, 2016 @ 7:06pm

Initial Upload

Updated to 1.1 no content changes