Stellaris

Stellaris

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Stellaris Tiberium Wars
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97.489 MB
Jun 8, 2019 @ 9:22am
Oct 29, 2024 @ 10:24am
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Stellaris Tiberium Wars

In 1 collection by James Fire
TermiAurthur's Current game mods
111 items
Description
[discord.gg]

Welcome back, Commander. Today’s threat level is: Low. The newly discovered material known as “Tiberium” is spreading unchecked across our planets. The planets that have suffered the worst contamination can no longer support human life. Other planets are dangerously contaminated and in a state of societal collapse from the decades of war and civil unrest. Mysterious organizations operate virtually unchallenged on these planets. They take advantage of the chaos to recruit members and disguise their military infrastructure. Some of the groups even appear determined to accelerate the spread of Tiberium, believing it is the catalyst for the next stage of human evolution.

You have been assigned command of Tiberium policy. Good luck commander.

Features
  • Adds in a new resource called Tiberium based on Command and Conquer.
  • Adds in Tiberium infested planet classes with unique deposits. Dynamic infestation rate based on a variety of factors, including districts built (in some cases), jobs worked, and existing deposits.
  • Adds Tiberium based weaponry
  • Adds technology and buildings relating to Tiberium; Refineries, Liquid Tiberium Reactors
  • Policies allowing you to control: the rate at which Tiberium is harvested, the amount you care about safety in regards to tiberium.
  • Decisions for infecting other planets, cleaning up your owned ones, and protecting existing ones.
  • Scrin, GDI, and Nod cityscapes.

Note, this mod is still under development. I am releasing it now as a sort of early access thing, so that the masses can try to break it.

Universal Resource Patch is a required mod to be able to see your tiberium stores. The Main Menu addon to this has been added as a required item, for visual purposes. Using it is not required, but is recommended.

Planned Feature Documentation [docs.google.com]

Credits:

Art- Basically all done by Twink
Some assets were orignially Stellar Resources


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Popular Discussions View All (3)
97
Feb 25 @ 12:32pm
PINNED: Bug reports
James Fire
22
Jan 2 @ 6:38pm
PINNED: Mod mechanics
James Fire
1
Jun 22, 2021 @ 3:27pm
New update ruins districts
Zonny Tiger
642 Comments
Draconis Combine Feb 5 @ 11:31pm 
establishing battlefield control standby reinforcements have arrived :P
XCABAL Jan 2 @ 6:02am 
I have created a patch between this mod and Real Space - Ships in Scaling. https://steamcommunity.com/sharedfiles/filedetails/?id=3398773077
Chad Sky Nov 29, 2024 @ 11:54am 
i dont know if its a bug or something that isnt scripted yet but the refinery districts dont appear in the district construction list even tho the modifier is there, i only have two green and 2 blue tib from starting as a seeded planet but any other planet dont get these
FireVentus Aug 12, 2024 @ 6:22pm 
And tiberium infection/mutation as an unremovable trait makes upgrading/changing racial traits literally impossible since it blocks any attempt to modify species with the traits.
FireVentus Aug 12, 2024 @ 6:18pm 
While i like the resource and gains the mod provides, the growth of tiberium is really, really aggressive - which is true to source i guess. But being unable to genetically remove tiberium infection/mutation is a pain in the ass...and not to mention that my cloning bays and natural pop growth keeps trying to grow infected species unless I specify them to not. Just a bit of a pain in the ass to handle.

Also having the only way to cull tiberium infected population through the "Banned" tiberium usage policy or waiting for someone to infect the grounds is also a strange choice.
Darktrooper119 Jul 28, 2024 @ 2:51am 
So im running safe, have a few pops with mutations but have that subspecies on migration control... so why do i keep having pops with mutation randomly appear around the empire causing outbreaks on my other worlds

also, cant there be a way to automate 'clean infection' every time a batch gets infected instead of having to stop and manually hit the button every time it pops up?
RandomEdits May 17, 2024 @ 1:30pm 
I'm trying to make a hot patch with your mod and Animated Scrin Portraits. I want to make it so that Scrins or pops with the trait_scrin_species trait are immune to Tiberium infection. Where did you have the event or trigger to add the infection effect onto the pops?
Nova Dec 28, 2023 @ 4:46pm 
Is this mod still being actively worked on?
Kangarus Dec 19, 2023 @ 11:25pm 
@Comrade Kibbles I saw Tiberium and Ichor as separate categories while running both mods. Someone might want to make a compatch between the two. Just a suggestion to @James Fire.
Aether Nov 16, 2023 @ 5:20am 
@Comrade Kibbles
Tiberium appears after an event during the game.
For the tiberium field you already have, maybe you have the other Tiberium Mod enabled?