Stellaris

Stellaris

Perked Up Perks [3.14]
291 Comments
Peter34 18 May @ 11:31pm 
I think with the new Agenda Speed bonus from Executive Vigor, there's no need to give it a big -20% Edit Upkeep effect. It still needs some effect to make it remain relevant for Edicis into at least the late mid game, but I think -10% is sufficient, or at the very most -15%.

Ideally, though, it'd scale, so that it's +100 Edict Fund, -10% Upkeep, and then the +25% Agenda Speed, but then once the Mid Game Year hits it changes to give +100 more Edict Fund, and then another +200 Edict Fund after the Late/End Game Year hits. That migh be hard to program, though.

And anyway, I look forward to seeing a 4.0 version of this mod soon. 4.0 is fun, but the Perks aren't quite right, and the intended
AL|EN 11 Feb @ 11:28am 
np
Dragatus  [author] 11 Feb @ 10:43am 
Oh, so *that* is what broke that system. Thanks for the heads up.
AL|EN 9 Feb @ 8:03pm 
@Dragatus Thanks for this mod!

Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.

You can also set "supported_version=v3.*" to avoid updating it for every minor version.

I've also reported this as a bug but so far no fix.
Dragatus  [author] 29 Nov, 2024 @ 11:12pm 
What people say is mostly a three way discussion I have with you and doctornull here in these comments. :D
Peter34 29 Nov, 2024 @ 8:26pm 
Try with 25%, see what people say about it.
Dragatus  [author] 29 Nov, 2024 @ 10:10am 
@doctornull
Yes, I added Mega-Engineering as a requirement. It's also one of the few advanced perks, requiring 4 other perks to be selected first (1 more than unmodded).

@Peter34
I suppose I can always buff it, if it's too low.
doctornull 25 Nov, 2024 @ 3:52am 
You added the Mega-Engineering requirement to Cosmogenesis, right?

Asking because I saw some people talking about Unity-rushing Cosmogenesis and avoiding doing research until they built a Lathe.
Peter34 24 Nov, 2024 @ 8:18pm 
Shield Hardening sounds like a good idea, but 50% is probably way too much. I think 25% is plenty to make it worth taking.
Dragatus  [author] 24 Nov, 2024 @ 7:44am 
No, Enigmatic Engineering has a "defensive vibe". It doesn't make you good at figuring out others, it makes others bad at figuring out you. What I'm thinking about is throwing in 50% shield hardening. The logic is that your shields work differently too and the usual methods of penetrating them are largely ineffective. A shield bonus also fits because cloaking devices are gated by shield technology, so there's a connection there.

This would make it a good companion perk for psionic ascension too and I like synergies between perks.
Peter34 22 Nov, 2024 @ 5:30am 
Another thing it could do, instead, as a "sweetener", is to reduce the Influence cost of Espionage Operations.

That's kinda something I think Subterfuge ought to do, but I don't use any mods that re-balances or fixes Traditions (I've looked at a few, but they're... extreme), and it makes some sense if Enigmatic Engineering gave -25% Espionage Operation Influence cost.
Dragatus  [author] 21 Nov, 2024 @ 9:29am 
I think the perk is fine, if you want to maximize your cloaking strength, but the problem is that I never feel compelled to bother with cloaking much to begin with. So yes, it could probably indeed use a little extra. I'll give it a think.
Peter34 19 Nov, 2024 @ 9:10am 
Is anyone happy with Enigmatic Engineering? I'm not. I think it's weak, at least in SP games.

vanilla:
+2 Cloaking Strength
+2 Encryption
No Debris, can't have Technology Stolen

This mod makes one change:
Gives the Basic Cloaking Fields Tech as a research option if the player doesbn't already have it.

I think it'd "sweeten the deal" if it also added +1 Scientist Capacity, or +1 extra Cloaking only to Science Ships, or if it reduced the speed penalty on Cloaked ships, or only on Cloaked Science Ships.

Alternatively if it could somehow increase the draw weight of higher-tier Cloaking Techs, or if it could increase the Research Speed drastically (like +50%) when researching only Cloaking Techs (I think the game has 5 or something).

As it is, in SP, the only worthwhile effect is the Cloaking Strength bonus, and it feels like a very heavy price to pay Perk slot for that.
Peter34 10 Nov, 2024 @ 3:52pm 
Thanks for updating!
doctornull 10 Nov, 2024 @ 10:04am 
Yay
Dragatus  [author] 10 Nov, 2024 @ 1:25am 
Turns out the mod was actually closer to 99% compatible with 3.14, so it only took a tiny patch to get it up to date.
Dragatus  [author] 10 Nov, 2024 @ 1:23am 
v1.18.14
- Incorporated new bonus to specimen output from Grand Archive DLC into Archaeo-Engineers.
- Incorporated new bonus to damage vs Voidworms from Grand Archive DLC into Defender of the Galaxy.
- Consecrated Worlds now gives Holographic Rituals instead of Terrestrial Sculpting as a permanent research option. Players can use the agenda of the Adaptability tradition to gain early access to terraforming.
Dragatus  [author] 9 Nov, 2024 @ 3:48am 
Archeo-Engineers has some new interaction with grand archive exhibits for example and there may be other things like that. I haven't yet had the time to fully examine the differences.
Peter34 8 Nov, 2024 @ 7:13pm 
What exactly will I miss out on, if I enable this mod? I'm keen to use it...
Dragatus  [author] 3 Nov, 2024 @ 1:47am 
The mod will need an update to make it fully compatible. Currently there are some inconsistencies with the update, overall it' probably 80%-90% compatible.
Dragatus  [author] 3 Nov, 2024 @ 1:46am 
The mod will need an update to make it fully compatible. Currently you can use it at your own risk.
doctornull 2 Nov, 2024 @ 4:04pm 
Mastery of Nature feels a bit lame when I have the Planetscaping civic, but that has nothing to do with its relative power compared to other APs. The Planetscaping civic is just hella strong.

Anyway, I too am interested in hearing if this works with 3.14
Peter34 2 Nov, 2024 @ 11:36am 
Will this mod work as-is with 3.14?
Peter34 27 Oct, 2024 @ 7:54am 
Okay. Thanks for considering it. I respect your opinions.
Dragatus  [author] 27 Oct, 2024 @ 12:44am 
No, I don't think a buff is needed. Hive/Machine Worlds make the bonus size from the Mastery of Nature decision more valuable because you can use the 2 extra districts for precisely what you want. Normally there is no guarantee that you will actually be able to use the two extra districts for whatever you want, because planet size may still outstrip the allowed number of the desired district type. By combining the two APs you get the guarantee and I think that's valuable enough to make up for the bonus resource districts to become irrelevant.

It also gives you a headstart in specializing your planets even before you are able to turn them into hive/machine worlds and in a snowballing game speed has a quality of its own.
Peter34 25 Oct, 2024 @ 1:18am 
1/2
A minor thing: Mastery of Nature got a buff in vanilla a few updates ago, so that it increases the maximum number of Resource Districts by 50%, i.e. you can make more Mining/Farm/Generator Districts. This is based on Planet Feature Districts only, not ones from Planet Modifiers.

The minor problem is that the Hive World and Machine World Perks uncap these Districts entirely, and so makes it somewhat less attractive to take Mastery of Nature if you are playing as a Hive Mind, or as a non-Rogue Servitor Machine Empire (I think RS will probably prefer World-Shaper over the Machine World Perk. so not really a problem for them).
Peter34 25 Oct, 2024 @ 1:18am 
2/2
Would a slight buff to the Mastery of Nature Planet Modifier be in order? Currently it's +2 Max Districts and +50% Max Resource Districts. My proposal, although some might be able to think of otherss, is one of two:

1. The simplest.:If Machine Empire or Hive Mind, change to +3 Max Districts.

2. More complex: If you also have the Machine World or Hive World Perk, change the effect of the MoN PM to give +3 Max Districts.
Dragatus  [author] 10 Oct, 2024 @ 12:51pm 
It is a thing and they should get something special. Thanks for pointing out the oversight.
Peter34 9 Oct, 2024 @ 9:19pm 
Shouldn't Nihilistic Acquisition give specific benefits to Rogue Servitors? Since they don't have Slaves?

Or are Nihilistic Rogue Servitors not a thing? I thought it was...
Dragatus  [author] 10 Sep, 2024 @ 9:41am 
Uploaded the v1.17.13 update. Check Change Notes for details, but to summarize:
1) Updated mod for the 3.13 patch.
2) Detox effect is now incorporated into World Shapers, Hive World and Machine Worlds.
3) Various Cosmogenesis tweaks.
4) Various changes to Nihilistic Acquisition, Shared Destiny, Technological Ascendancy and Transcendent Learning.
Dragatus  [author] 17 May, 2024 @ 6:48am 
v1.16.12
- Implemented Cosmogenesis as an advanced ascension perk. It requires 4 other perks to be selected first, compared to 3 in the unmodded game.
- Updated Defender of the Galaxy, Galactic Nemesis and Hydrocentric ascension perks to function properly with the 3.12 Andromeda patch.
Dragatus  [author] 12 May, 2024 @ 6:56am 
You'll miss out on Cosmogenesis, otherwise it'll probably work fine.
Peter34 11 May, 2024 @ 7:33pm 
Does tthis mod work with 3.12 as-is?
Peter34 9 Mar, 2024 @ 6:20pm 
Sounds good, and I'm glad you got the update out before the upcoming 3.11.2 patch, because I'd like to play a lot once that's out.
Dragatus  [author] 9 Mar, 2024 @ 7:20am 
v1.16
- Consecrated Worlds now gives +25% New Worlds Research Speed and Terrestrial Sculpting as a permanent research option instead of +2 Physics & Society Research from Priests and Holographic Rituals as a permanent research option. Intended combo is with World Shapers (terraform small planets/moons into Gaia worlds and consecrate them).
- Galactic Contender no longer requiers the Destroyers technology and no longer gives Cruisers as a permanent research option.
- Galactic Force Projection is now an intermediate perk and requires two other perks to be selected first. It also gives +1 Unity from Soldiers and Cruisers as a permanent research options and requires the Destroyers technology.
Peter34 2 Mar, 2024 @ 2:37pm 
Okay, thanks.
Dragatus  [author] 1 Mar, 2024 @ 12:09pm 
Yes, the mod doesn't modify the decision anymore (and hasn't for a while), so you will get the extra resource districts.
Peter34 29 Feb, 2024 @ 4:59pm 
Masterry of Nature will give the +50% number-of-Districts bonus, if using this mod?
Dragatus  [author] 27 Feb, 2024 @ 9:14am 
The update is in the works, but I'm having some technical difficulties. Meanwhile the old version of the mod ought to work perfectly fine with the 3.11 update for Stellaris.
Dragatus  [author] 18 Nov, 2023 @ 4:17am 
v1.15 2/2
Patch released to accommodate the perk changes in the 3.10 patch for Stellaris.
- Imperial Prerogative now gives +2 Official Capacity instead of +2 Leader Capacity (new unmodded effect in 3.10).
- Shared Destiny no longer gives extra envoys and trust cap to empires who have Feudal Society or Franchising civics because of the changes to how the divided patronage modifier works.
- Transcendent Learning now gives +25% instead of +33% Experience Gain, +2 Scientist Capacity instead of +2 Leader Capacity and no longer increases Leader Pool Size (new unmodded effects in 3.10). However, in addition to unmodded effects it also gives +2 Additional Leader Trait Options if you own Galactic Paragons (bigger selection of traits to choose from when leveling up).
- Universal Transaction now gives +1 Official Capacity and +20% Commercial Pact Efficiency (new unmodded effects in 3.10).
Dragatus  [author] 18 Nov, 2023 @ 4:17am 
v1.15 1/2
Patch released to accommodate the perk changes in the 3.10 patch for Stellaris.
- Archaeo-Engineers no longer gives +50% monthly Minor Artifacts, but instead gives -20% Minor Artifact Ship Cost (it gives -10% in unmodded). It also gives +1 Scientist Capacity (new umodded effect in 3.10).
- Eternal Vigilance now provides +1 Commander Capacity (new unmodded effect in 3.10).
- Galactic Force projection now only has the new unmodded effects (+2 Influence from Power Projection, +1 Commander Capacity, +50 Fleet Command Limit, +100 Naval Capacity). Keeping the +1 Alloys from Soldiers would've been overkill. However, it still gives Doctrine: Fleet Support as a permanent research option.
- Imperial Prerogative now gives +2 Official Capacity instead of +2 Leader Capacity (new unmodded effect in 3.10).
Dragatus  [author] 14 Sep, 2023 @ 9:36am 
v1.14.1
- Mechromancy perk now gives Kinetic Battery as a permanent research option. Also updated the AI weights to choose the perk to be in line with other advanced perks in the mod.

This was done to spice up the perk and because it's in the general spirit of the mod to provide tech options. It also makes sure you have a good weapon available that can make use of the perk's modifiers.
Dragatus  [author] 13 Sep, 2023 @ 1:00pm 
v1.14
Small patch released to accommodate the perk changes in the 3.9 patch for Stellaris.
- Voidborne & Mechromancy have been incorporated in the mod with vanilla effects. Both are advanced perks and require selecting 2 other perks first.
- The mod no longer changes ascension path perks because they now already require 2 other perks to be selected first in vanilla.
- Fixed a bug that prevented Galactic Force Projection from increasing your command limit. Thanks to Daedwartin for spotting it and providing a fix.
Peter34 13 Sep, 2023 @ 12:48pm 
I think it was Daed who spotted that bug, not me.

Anyway, thanks for updating so fast!
Dragatus  [author] 13 Sep, 2023 @ 9:26am 
PDX must have changed the modifier definitions. Looks like I'll need to pay closer attention to the modding changes sections of patch notes. Thanks for the heads up.
Peter34 8 Aug, 2023 @ 10:00pm 
I had another mod bug out on me too, change all vanilla Techs to not add Fleet Command Limit, so I had to disable it. I'm glad that at least this mod doesn't have that effect.
Daedwartin 8 Aug, 2023 @ 2:09pm 
BTW, for those wondering why Galactic Force Projection is not providing any fleet command limit, despite the fact Dragatus readded it after taking it off, this is because he put country_command_limit_add.

TThe game is looking for command_limit_add. As such, it does not apply the bonus.
Dragatus  [author] 16 Jul, 2023 @ 5:18pm 
To clarify that last one, you'll only lose the AP after loading an old save. After that it will works as normal.
Dragatus  [author] 16 Jul, 2023 @ 5:15pm 
v1.13
- Enigmatic Engineering now properly gives you Basic Cloaking Fields as a research option if you have First Contact DLC.
- Added +2 Leader Capacity to Imperial Prerogative.
- One Vision now gives hiveminds -25% Deviancy instead of +50% Governing Ethics Attraction and Unity of Purpose as a research option instead of Autonomous Agents.
-Nihilistic Acquisition now gives gestalt empires Interstellar Campaigns as a research option instead of Unity of Purpose.
- Transcendent Learning now has vanilla effects, but it still gives Vitality Boosters or Administrative AI as a research option.
- Adjusted AI weights for leader related perks so they take into account if the AI picked Aptitude or Statecraft tradition.
- Changed how triggered effects are implemented on a technical level. Barbaric Despoilers with Nihilistic Acquisition and Feudal Societies/Franchising megacorps with Shared Destiny will lose the AP, but will have a free AP slot and can instantly re-select it.
Dragatus  [author] 18 May, 2023 @ 8:47am 
That would probably fix the issue and it's what I'm planning to test when RL stops being so hectic.