Stellaris

Stellaris

2,462 ratings
Guilli's Technologies
5
12
8
5
2
3
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
10.040 MB
Jul 6, 2019 @ 2:08am
May 12 @ 9:15am
21 Change Notes ( view )

Subscribe to download
Guilli's Technologies

Description
Guilli's Technologies
For version 3.4+ of the game.
Compatible with all DLC. DLCs not required.
Compatible with all mods.
English and German Localisation[/]


  • 125 new technologies
  • Vanilla-like technologies
  • Some rare technologies
  • Some gestalt, hive or machine unique technologies
  • Most technologies only show up when you do or encounter specific things
  • Some technology options dissapear after a while as the game progresses (eg; early science ship technologies)


Huge special thanks to Taylor for virtually all of the writing!
Extra thanks to Patrick_From_Germany for the German translations!

-


Support my work
Hello, if you like what I do and wish to thank me for my work on this mod you can do so by donating a few dollars. This money will not go to waste and will help me greatly in my passion for modding. Any support is greatly appreciated! Thank you.

You can support me on Patreon
[www.patreon.com]

If you want to leave a small donation instead::
[www.paypal.com]

Thank You
Popular Discussions View All (2)
2
Mar 16, 2021 @ 10:30pm
Technology List
Guilliman
1
Apr 12, 2020 @ 3:47pm
Dependency changes
Xios
< >
352 Comments
pointman 13 hours ago 
If I could make a suggestion. While this mod seems like a great addition, in practice it slows research progress dramatically by having so many singular improvements to research. So, I suggest one of two solutions. Solution 1: Reduce the research cost by 75% so that these minor improvements can be plowed through quickly. Solution 2: Combine several related improvements into a single tech.
Glave Jun 13 @ 1:26pm 
This mod delays scientific progress significantly. It would be the nice to have a light version of it, only with exciting stuff. Nobody needs stuff like Mining Station Hull Modifier or Science/Construction Ship Build cost/speed. By the time you get them, they are already built.
SetisDagre Jun 8 @ 5:04pm 
I seem to never get Orbital Rings technology with this enabled. Not sure if bad luck or something is preventing it.
FebHare Jun 1 @ 8:35am 
Hello, I found "ship_colonizer_cost_mult" affects twice. So Frontier Spirit ruler trait (ship_colonizer_cost_mult = -0.35) discounts total 70 %.
I think it is because ship economic category (zzzzzzzz_guillis_common_categories.txt) has triggered_cost_modifier for ship_colonizer. In vanilla, colonies economic category (00_common_categories.txt) has triggered_cost_modifier for ship_colonizer also.
Arman18 May 23 @ 11:16am 
does ultimate technologies go well with this or are there same technology in each
jht_89 May 21 @ 11:11am 
@Guilliman: From what I can tell from the description of PD compatibility patch, it is designed to extend your class-specific habitability techs to the relevant PD planet classes
bascott83 May 21 @ 8:05am 
Hi Guilliman. I came across some errors.


- Error at file: localisation\gt_technology_l_spanish.yml.
Please report this error to the author of the mod: Guilli's Technologies.

Error message says:

Missing separator near key: GT_armies_energy_upkeep_mult_desc.
Missing separator near key: GT_armies_energy_upkeep_mult_desc_hive.

- Error at file: localisation\gt_technology_l_simp_chinese.yml.
Please report this error to the author of the mod: Guilli's Technologies.

Error message says:

Missing separator near key: GT_armies_energy_upkeep_mult_desc.
Missing separator near key: GT_armies_energy_upkeep_mult_desc_hive.

- Error at file: localisation\gt_technology_l_braz_por.yml.
Please report this error to the author of the mod: Guilli's Technologies.

Error message says:

Missing separator near key: GT_armies_energy_upkeep_mult_desc.
Missing separator near key: GT_armies_energy_upkeep_mult_desc_hive.
Guilliman  [author] May 20 @ 10:33pm 
No idea, I cant remember why it was needed in the first place
Argo753 May 20 @ 7:59am 
Is the compatibility patch for Planetary Diversity still needed ?
Guilliman  [author] May 18 @ 8:38pm 
I'm playing with the mod and I'm getting hyper relay tech. What probably happens is that there's just a lot of techs and some bad luck.

I've also been having some issues with the many techs, maybe I've added too many haha. I'm thinking how I can improve that. I know I can give a lot of the techs better weight so they only appear if some conditions are met like I have for the war type techs. They only start showing if you're at war for example.