Stellaris

Stellaris

Expanded Megastructures and Technology
 This topic has been pinned, so it's probably important
Tovius  [developer] 11 Oct, 2019 @ 9:29pm
Features
Features

Habitats
- Housing Districts benefits from techs
- Can designate Fortress Habitats, giving -25% Orbital Bombardment Damage and +100 jobs from Planetary Defense zones
- Habitat designations buffed to be similar to their equivalent designations

Dyson Sphere
- Can spend 50,000 unity to build another one

Quantum Catapult
- Longer range and tighter spread
- Quantum Catapult from Slingshot to the Stars has same Quantum Catapult Windup reduction as normal catapults

Science Nexus
- Research output increased 1.5 times
- Country research bonus increased by 5 points per level

Sentry Array
- Gives +1 codebreaking every other level (up to 2)

Interstellar Assembly
- Interstellar Assembly now a tier 4 technology
- Gives additional trust cap (up to +40)

Matter Decompressor
- Also produces dark matter
- Can spend 50,000 unity to build another one

Mega Art Installation
- Mega Art Installation tech now a tier 4 technology
- Gives +25 edict funds per level (up to 100)
- Fully upgraded Art Installations grant a new campaign that gives +20% unity from bureaucrats, but also +10% bureaucrat upkeep

- Techs for Science Nexus, Interstellar Assembly, and Mega Art Installation have different requirements, and can potentially be researched before Mega-Engineering


Other Special Worlds
- Gaia, Machine, and Hive Worlds give +15% resources from jobs (up from +10%)
- Gaia Worlds give +15% happiness
- Machine Worlds give -15% housing requirements
- Hive Worlds give +100% defensive army damage and -25% bombardment damage


Technology
- After researching a long list of technologies, you can gain access to Dark Matter Power
- Once you research Dark Matter Power and Dark Matter Generation, you can research FE ship components. They will be very rare. With Zenith of Fallen Empires, they will also require the Galactic Ascendency perk.

- New Techs
- Accelerated Embryonics, rare tier 4 tech. Cloning Vats give +1 Organic Pop Assembly
- Spawning Vats, unlocks Spawning Vats (upgraded Spawning Pools)
- Synthetic Lifeforms, rare tier 5 tech that will allow you to create new species from scratch, and grants -10% species modification project cost, requires Genetic Resequencing
- Mega-Architecture, +15% megastructure build speed, -15% cost
- Galactic Trade Empire, for megacorps, +15% branch office value
- Free Traders get their own version of the above tech that gives +25% branch office value
- Dark Matter Generation, rare tier 5 tech that allows the the construction of Dark Matter Laboratories, gives +1 Dark Matter Lab Technician jobs (+1 dark matter in exchange for 3 rare crystals and 10 energy), requires Dark Matter Drawing, Multi-Dimensional Studies
- Living Metal Cultivation, rare tier 5 tech that allows the construction of Living Metal Farms, gives +1 Living Metal Horticulturist jobs (+1 living metal in exchange for 3 volatile motes and 10 minerals), requires Living Metal (or a neighbor having the same tech) and Superfluid Materials
- Nanite Construction, rare tier 5 tech that allows the construction of Nanite Factories, gives +1 Nanite Machinist (2 nanites in exchange for 2 living metal, 10 alloys), requires Nanite Transmutation (or a neighbor having the same tech), Construction Templates, Superfluid Materials, Self-Evolving Logic, and either Living Metal or Living Metal Cultivation
- Crystal Farming, tier 1 lithoid-only tech, lithoid equivalent of hydroponic farming
- Three tier 4 techs that gives +15% mote, gas, and crystal production
- Three lithoid-only techs that give additional hibernating pops on your homeworld, as well as other minor benefits
- Fortified Habitat, allows for habitats not over deposits to be militarized, allows the construction of fortress districts, requires Habitat and Ground Defense Planning techs
- Strategic / Precision Bombardment, tier 3 / 5 techs that each give +20% bombardment damage
- Dynamic Resettlement Protocols, tier 2 tech that gives -25% resettlement cost, +50% automatic resettlement chance
- Three new techs to increase leader capacity
- Intergalactic Empire, -25% Subject Power Penalty and +1 Subjects exempt from Divided Patronage. Feudal Realms and Franchising gets a more powerful version.

- Psionic Techs
- Regenerative Meditation, gives +20 leader lifespan, requires Vitality Boosters tech and Mind over Matter perk
- Empathic Diplomacy, gives +10% diplomatic weight from pops, +1 envoy, requires Telepathy
- Subspace Telepathy, gives -10% empire size from systems and +10 base intel, requires Telepathy and Colonial Bureaucracy
- Telekinetic Construction, gives +25% building speed, requires Telepathy and Assembly Patterns
- Unlocks Telekinetic Megaconstruction edict, which gives +25% megastructure speed
- Psionic Barriers, gives +10% overall army health, +10% defensive army health and morale, requires Telepathy and Combat Training
- Zro Syphoning, rare tier 4 tech that allows for the construction of the Zro Syphoning Facility, gives +1 Zro Distiller jobs (+1 zro in exchange for 3 exotic gases and 10% pop growth), requires Zro Distillation tech and Transcendence perk

- Ship Techs:
- Dark Matter Armor for Fallen Empires, stronger than Dragonscale Armor, but requires dark matter
- Dark Energy Sensors for Fallen Empires, gives +20 tracking, +5 sensor range
- Psionic Sensors, gives +15 tracking, +5% evasion, +5 sensor range, requires Telepathy and Tachyon Sensors techs
- Psionic Capacitors, gives +15% shields and +5% evasion, requires Psionic Shields and Shield Capacitors
- Dark Matter Afterburners, gives +30% sublight speed and +15% evasion, but costs dark matter
- Miniaturized Arc Emitter, tier 5, a large penetrating weapon. More damaging than Cloud Lightning.
- Mining Drone Drills, tier 5 tech, gives +20% mining station output, mining drill weapons
- Advanced Null Void Beam, rare tier 5 tech, requires Null Void Beam and finished the Probe the Void special project
- Integrated Fire-Control, tier 3, unlocks improved fire control auxiliary component, requires Auxiliary Fire Control
- Nanite Plating, tier 4, gives less hull than Crystal-Forged Plating, but also gives +0.25% hull regeneration, costs nanites, requires Durasteel Materials and either Nanite Transmutation or Nanite Construction
- Automated FTL Protocols, tier 1, gives -25% Emergency FTL Jump Cooldown, requires Automatic Exploration Protocols
- Three new techs that increase space fauna damage

- Restored and Equivalent Techs
- Restored Modular Components and Intelligent Factories techs, now gives -10% replicator upkeep
- Regular empires can research Modular Components as a tier 3 technology, giving -10% roboticist upkeep
- Restored Hyperlane Mapping, which now gives +6 hyperlane sensor range and -10% hyperdrive windup and winddown
- Restored Matter Generation, Matter Replicators now give +1 motes, crystals, and gases in addition to minerals, but costs dark matter to build and maintain
- Machine Empire gets equivalent to Selected Linages / Capacity Boosters, gives + council level instead of lifespan, requires Machine Template System tech
- Restored Sapient Resource Management (repeatable), now gives +1 leader cap
- Restored Talent Acquisition (repeatable), now gives -10% leader cost and upkeep, can be researched 5 times
- Restored Communication Protocols (repeatable), now gives -5% empire size from planets, can be research 5 times
- Restored Proclamation Broadcasts, now gives +25 edict funds
- Restored Hull Integrity (Repeatable), +5% hull points, now requires Advanced Battleship Hulls (and Titans with Apocalypse dlc)

- Repeatable Techs
- Defense Grid Computing, +2 defense platform capacity
- Predictive Tactical Intelligence, gives +5% starbase damage
- Mega-Logistics gives +1 Megastructures build capacity, can be researched 5 times, requires Master Builder perk
- Weak Point Analysis, +1 codebreaking
- Adaptive Security, +1 encryption
- Compact Architecture, gives -2.5% housing usage, can be researched 5 times
- Repeatable techs that give +1 modification point, can be researched 5 times
- Pan-Galactic Scrying, +1 sensors, can be researched 5 times, requires Telepathy
- Cooperative Telepathy, +2.5% pop output, +5% telepath output, requires Telepathy
- Arcane Ammunition, +5% archaeotech weapon damage, requires an archaeotech weapon tech
- Arcane Integration, +5% archaeotech weapon fire rate, requires an archaeotech weapon tech
- Integrated Bio-Weaponry, +5% space fauna weapon damage
- Self-Replicating Ammunition, +5% space fauna weapon fire rate

- Vanilla Techs
- Living Metal gives the Living Hull auxilary component, equivalent to the Nanite Repair System, costs 20 alloy and 2 living metal
- Mining Laser tech gives +20% mining station output
- Enigmatic Encoder/Decoder can be researched normally with the Enigmatic Engineering perk
- Enigmatic Encoder/Decoder gives +2 encryption/codebreaking
- Enigmatic Decoder gives +7% tracking and accuracy
- Enigmatic Encoder gives +5% Evasion
- Dark Matter Reactors give Dark Matter Reactor Boosters, which gives +150 power, costs 20 alloys and 0.5 dark matter
- Fleet Command technologies give an additional 50% command limit, and have an additional tech level
- Hull techs now increase by 25% instead of 10%


New Origins:
Genesis Project (not gestalt)
Starts with the Genome Mapping and Cloning techs, allowing you to clone new pops
Pops suffer -50% pop growth, which gets worse over time
Starts with +200 pops and +1 farming/mining districts
+1 organic pop assembly from Cloning Vats

Changed Origins and Civics:
Clone Army
The Genetic Adoption tradition and the Accelerated Embryonics tech provide additional clone army pops from cloning vats

New Covenant Effects:
- New Patron Edict (Rank 2)
- The Whisperers in the Void
- +10% / +20% diplomatic weight from techs
- +7% / +15% Research (from 5% / 10%)
- Mark of the Whisperers now also gives +1 disengagement opportunity
- Less likely to get bad shroud events (similar to the Zroni relic)
- New random events
- The Composer of Strands
- +10% / +20% diplomatic weight from pops
- +10% / +20% organic pop assembly speed
- Mark of the Composer now also gives +10% armor hardening
- Expensive decision to create two pop of your species with planet's habitability trait (Requires Sanctum of the Composer in empire). May come out "wrong," with random traits
- New random events
- The Eater of Worlds
- +10% / +20% diplomatic weight from fleets
- +1 / +2 Mercenary Enclave
- +25% / 50% army morale
- Mark of the Eater gives +7% accuracy and +25% bombardment damage
- Reliable but expensive way to build shroud avatars (Requires Mark of the Eater technology). Sometimes they must to be subdued first
- Can feed the Eater non-citizen pops, making negative events less likely (Requires Sanctum of the Eater in empire).
- The Instrument of Desire
- +10% / +20% diplomatic weight from economy
- Mark of the Instrument gives -10% ship upkeep
- New planetary decision that increases happiness and amenities and the cost of consumer goods usage and governing ethics attraction (Requires Sanctum of the Instrument in empire).
- Restored old random events
- The End of the Cycle
- +100% diplomatic weight
- +5 Encryption and Codebreaking
- Reliable and cheap way to build shroud avatars
- The Reckoning now has hull regeneration, and buffed hp and shields


Tweaks:
- Organic ship components (space whale, amoeba, ext) now require less alloys, but now also has a food cost
- Using a planet cracker to destroy a barren world will add mineral deposits
Last edited by Tovius; 3 Jun @ 10:54pm
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Showing 1-1 of 1 comments
uaciaut 5 Apr, 2020 @ 1:15am 
- Gaia, Hive, and Machine Worlds give +25% resources from jobs (up from +10%)

This sounds a bit broken, maybe +15% would be enough? I don't like the way ecumenopolis are better than everything right now either, but making every other good terraformable planet type overtake ecus by that much doesn't sound like the best way to go about it, especially since these planet types have other advantages too.

- Dark Matter Armor for Fallen Empires, stronger than Dragonscale Armor, but requires dark matter

I actually liked that FE's don't get the best tech at something for once and that you require to do something to get it, although it is annoying not to be able to get the best armor in the game on maps where wyrm doesn't spawn. Can't you make it as good as Dragonscale but more expensive to compensate?

- Compact Architecture, gives -5% housing usage, can be researched 5 times

This sounds a bit over the top too. For example, bio ascended i can get -20% housing raw (communal and fertile) then +5% from Demon Anomaly, that's -25% already, if i get -25% more that means pops are using half a housing each and i can get 1 extra housing from even a simple work district.
Last edited by uaciaut; 5 Apr, 2020 @ 2:09am
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