Stellaris

Stellaris

StarterTech 3 - 2.3.x
13 Comments
Peter34 29 Mar, 2020 @ 10:07pm 
Well, thanks for your work! I’m sure other modders will create mods that do things (somewhat) similar to this one, and if you some day decide to return to Stellaris, then it’ll be interesting to see what you create.
Peter34 26 Feb, 2020 @ 12:17pm 
Okay, thanks for replying.
Lazerus Artificial  [author] 26 Feb, 2020 @ 10:50am 
Cant really answer that yet. I dont have as much time anymore to relearn the upcoming changes to implement it.
Not to mention that im not really playing Stellaris anymore. Im still waiting for major improvements towards Performance and AI. Its just not fun for me at the moment.
Peter34 26 Feb, 2020 @ 1:24am 
Do you plan to update this mod to use the new Origins mechanics from 2.6, when it comes out?
Lazerus Artificial  [author] 2 Oct, 2019 @ 3:40am 
Mh? I solved that already. My problem was, that the event that applies the techs on game start didnt fire anymore.
I think the issue was with the common/on_actions file, with the on_game_start part where the event is called. Somehow i had an issue there, so the event was never called.
The mod you linked gives the techs through one event per trait, while i use only one event overall and split it with IF conditions.

but still, thanks for asking :)
interesting to see how others solve it.
Peter34 1 Oct, 2019 @ 7:59pm 
Lazerus Artificial  [author] 12 Jul, 2019 @ 12:22pm 
well, then there is no real way unless you reupload it with the changes you need. I wouldnt mind that at all.

For now i made a Suggestion on the forum for some changes that could fix that issue
https://forum.paradoxplaza.com/forum/index.php?threads/modding-suggestion-seperating-civic-exclusivity.1201367/
Peter34 12 Jul, 2019 @ 12:02pm 
Yes they are vnailla.

I think +1 Alternative is too powerful. Rather than give them the +5% Research Speed Tech, just give them +5% Research Speed as passive. If they get the three +20% Techs, that's fine I think.

As for the Mechanist mod conflict, I can't do any file editing, because I want to make my MP mod pack public again, and so the mods in it have to work together seamlessly.
Lazerus Artificial  [author] 11 Jul, 2019 @ 6:34am 
Oh they are vanilla? That could work.
Researchers could have the 3 Techs for the Output and the +5% Research Speed Tech. As Passive they could have +1 Alternative, like Technocracy once had.

Production could have the first of the Energy and Mineral Output and the Refinery Techs. As Passive they could have cheaper Mining Stations.

But it might take a few days as i have another non-stellaris project im working on.
Peter34 11 Jul, 2019 @ 6:02am 
The first tiers of Techs for +20% more Physics, +20% more Society, +20% more Engineering, and then if that's not enough also +5% or even +10% Research Speed?
Lazerus Artificial  [author] 11 Jul, 2019 @ 3:59am 
You could manually remove the overrides from the files. It should be in SteamApps\workshop\content\281990\1799193471. In there the common\governments\civics\st3_civics.txt.
The overrides are marked at the bottom, just change them to whatever you like to match the other buff (which one is it by the way?) or simply remove it.

Science and Production i have removed because i dont know what i could give them now. In v2 they had the old Physics/Bio/Engineering Labs, but they were removed. Giving them T2 Labs would be too much, and giving them just another starting Lab wouldnt be enough...
Peter34 11 Jul, 2019 @ 12:26am 
I'm using another mod that buffs Mechanist, though, and I also really liked your Science Focus StarterTech Civic in the previous version, so I hope you can bring that one back, or something like it, and that something can be done about the mod conflict thing with Mechanist.
Peter34 11 Jul, 2019 @ 12:25am 
Thanks for updating this!