Stellaris

Stellaris

Olafr's Stellaris 3.4 (September 2022) Collection for Choice, Depth and Variation - StarNet, NSC2, Guilli, PD, GSE, EoS
Olafr_the_Viking  [developer] 7 Sep, 2022 @ 12:22am
How to customize the mods in-game (after game start)
A note on how I customize the mods in-game (after game start/galaxy creation);
- Guilli's Planet modifiers; I always choose "high".
- I choose 52 Ascension Perk slots (you will probably never be able to unlock all, but it is nice to have room if needed)
- Gigastructural Engineering; I always set galaxy core to quasar (no Aeternum), remove Katzenimperium and Blokkats, and give Fallen Empires "none" of the celestial warships. The reason for this, is Aeternum, Katzen, Blokkats and Fallen Empire Planet-crafts are totally OP when they arrive, and tend to destroy everything. I like better to buff the regular empires, and buff the crises and FE's in other ways.
- Tech Rubberbanding: Choose "After Galactic Community", and set value to 1,0 for those lagging behind, and 0,5 for those ahead (to avoid that AI falls too far behind you after the mid- to late-game power creep sets in)
- Open Crisis Manager (it may be auto-opened on game creation, or you can press ESC, “Mod settings” and find it there) – click "Configuration viewer", I recommend to set it so AI cannot open L-gates, and set both end-game and mid-game crisis fleet power to “normal” (it seems that you might have to enable "Crisis Manager" in the Aggressive Crisis Engine menu first, to ensure that it works properly)
- AI Game Performance Optimization Fix: Click “Enable some fixes on human player”, and save/close menu (this leaves all the other fixes enabled).
- ACOT: Just press “It is time to rule”, I seldom change anything there.

Please, share your advice, hints, views, recommendations or comments on mod in-game customization below?
Last edited by Olafr_the_Viking; 7 Sep, 2022 @ 5:52am