Stellaris

Stellaris

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Spaceborne Civs Expanded
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1.312 MB
Apr 7, 2022 @ 7:47pm
May 18 @ 9:28pm
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Spaceborne Civs Expanded

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
A mod that expands on the spaceborne empires and creatures, such as enclaves and caravaneers. Includes new caravan deals, the return of the nomads, and more.

Full Feature List

All:
- Ships and stations have higher armor and shields
- stations have more hp and daily hull and armor generation


Enclaves:
- Enclave species get additional traits (most important being erudite for the curators)
- Trader Enclaves offer alloys and consumer goods after the galactic market is founded
- At 75 opinion, can buy a special edicts from Trader Enclaves that mimics the effects of the strategic resources from pre-2.2
- At 100 opinion, Trader Enclaves can offer you a special deal once every 10 years
- Artist Enclaves can build new stations to replace any that were destroyed
- Artist monument gives +15% unity from jobs
- Ministry of Culture now gives +10% unity on planet, +5% unity empire wide, and +10% government ethics attraction (non-gestalt) or -10 deviance (gestalt) empire wide
- Additional patronage events
- Artist Festival has a chance to spawn artist troupe half-species pops (requires Megacorp)
- Artist Festival has a chance to spawn a unique artist monument on one of your planets
- New Curator Technologies
- Materialist Fallen Empires won't ask you for your curator or legendary scientists
- Archeology Lab with Ancient Relics also gives +25% anomaly research speed
- After hiring a Master Salvager, you can purchase access to a new edict.
- At 60 opinion, the Salvagers will sell Nanites once every 5 years. Requires an open L-Gate and no active Gray Tempest


Caravaneers:
New Possible Trade Deals:
- All
- Product: one precursor artifact (one-time offer, not including precursors from Ancient Relics)

- Numistic Order:
- Product: Spawn a valuable solar system, Cost: 12 months of Engineering Research
- Product: Numistic Multi-Focused Management tech (-10% empire size from districts and colonies, -10% bureaucrat upkeep), Cost: 200 Volatile Motes
- Product: 75 Zro, Cost: 1000 Consumer Goods (non-gestalt only)
- Product: +1 L-Gate Insight, Cost: 150 Influence (one-time offer)
- Product: May offer to sell the Storm Manipulation tech if you've seen a lot of storms (one time offer)

- Vengralian Trium:
- Product: Baneth Nutritional Suppliments (3000 food)
- Product: Epigenetic Triggers Technology
- Product: 100 Volatile Motes
- Product: 25 Dark Matter (rare without the Dark Matter Drawing tech)
- Product: Productivity Stimulants (+10% worker production, plus some side effects, on one planet for 80 years)
- Product: 400 Minor Artifacts (requires Ancient Relics)
- Product: 1 Envoy for 80 Years
- Product: Maintenance Drones (+20% Amenities and -20% Building and District Upkeep on one habitat or ring world for 80 years)
- Product: May offer the Planetary Storm Negation / Nullification Technology after a storm (one time offer)
- Cost: 2000 Minerals
- Cost: 60 Rare Crystals
- Cost: 1 Level 5+ Scientist

- Racket Industrial Enterprise
- Product: Munitions (-50% ship and army upkeep for 25 years), Cost: same as Racket leader
- Product: +2 alloy from mineral mining station, Cost: same as +5 energy deposit
- Product: Minerals (200, 500, 1000), Cost: Alloys (20, 50, 100) (machine only)
- Product: 40 Nanites (requires Distant Stars), same cost as Alloys/Exotic Gases/Living Metal
- Product: 250 Minor Artifacts (requires Ancient Relics), same cost as Orbital Trash Dispersal technology
- Product: Scavengers (+15% miner production for 80 years), Cost: 3000 energy
- Product: 50 Intel on a random empire (weighted towards rivals and neighbors), Cost: 70 Influence
- Product: Anti-Pirate Booby Traps (+33 trade protection for 80 years), Cost: 1000 Minerals
- Product: Progress on a random Archeostudies tech, Cost: 1000 Minor Artifacts

- Adjusted some weights when choosing products and pricing
- Racket will sell robot pops to synthetic empires
- Tupperware will also save on mineral pop upkeep (Lithoids)
- Vengralian Trium will accept complex drones as payment from machine empires
- Vengralian Trium will accept random pops as payment from non gestalt empires if they have unemployed or undesirable pops
- Spawning Stimulants also give +10% organic pop assembly
- The Numistic Order starts with a species from a random ai empire ready to sell
- New Caravan events
- New Reliquaries


Marauders and Pirates
- Space pirate's main system will still spawn with Apocalypse. With Apocalypse, 2 pirate fleets will start roaming the galaxy 33-50 years after game start (disabled for now)
- Marauders will accept alloys as tribute
- Mercenary and Raider fleets are 50% stronger
- Marauder Galleons have the same speed as their cruisers
- Raiding the Galactic Emperor is twice as expensive
- Marauder Mercenaries can become available after 2300
- Marauder species are void dwellers, and don't all have the same traits
- Khan's fleets are twice as strong, and can spawns more fleets depending on the strength of the existing default empires
- Khan starts with strong starbases in their starting systems
- Khan will generally not try to attack fallen empires
- When down to their last planet, ai will generally surrender to the Khan rather than die
- Successor empires are generally stronger


Space Creatures
- Option to pacify space creatures can be chosen after further researching the creature. Cost of pacification has been reduced to keep the total cost the same
- Void Clouds can be pacified by non-xenophobe spiritualists (plus the usual suspects)
- Mining Drones can be reprogrammed by materialists, robot empires, and non-spiritualist pacifists
- Hunting buff unlocked by various gestalt civics (such as Warbots)
- Added a method to get Crystal-Forged Plating if you chose to pacify the crystals
- Added a method to get the Surveyor if you chose to pacify the mining drones
- Buffed the Ameoba Centenarian
- Space Whales and Ameobas will wander the galaxy, as they once did.
- Killing peaceful spacers (such as the Tiyanki or the enclaves) will upset xenophile and pacifist pops
- Hunting buff gives more resources per fleet:
- - Amoebas, 1000 energy and food, 500 society research
- - Crystals, 500 minerals, 25 rare crystals, 500 physics research
- - Clouds, 500 energy, 25 exotic gases, 500 physics research
- - Drones, 500 energy, 25 volatile motes, 500 engineering research
- - Voidworms, 1000 Food, 15 exotic gases, 500 society research
- - Cutholoids, 1000 Food, 15 rare crystals, 500 society research
- Asteroid Hive system has some mineral deposits replaced with rare crystal deposits


Nomads:
- Nomads will spawn if Megacorp is enabled
- Nomads will spawn with a larger fleet, with cruisers as well as destroyers


Leviathans:
- Wraiths can spawn if discovered after the mid-game - will spawn 65-75 years after discovery

Other
New Origin: Nesting Grounds (Requires Distant Stars)
- Start with an adopted space amoeba
- Starts with amoebas pacified, and relevant tech options unlocked
- Always starts in or near a nebula
- Unlocks special project to unlock Voidlures. Once completed, this project also gives unity and society research from Voidlures.
- Gains access to new space fauna technologies
- With Grand Archive DLC, gets +33% vivarium capacity and +15% space fauna sublight speed

Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (2)
41
Jan 15 @ 11:31am
PINNED: Bug Reports
Tovius
6
Sep 7, 2024 @ 11:26am
PINNED: Suggestions
Tovius
116 Comments
Tovius  [author] May 18 @ 9:21pm 
Something about the pirate home system is causing issues, so I am disabling it for now.
Tovius  [author] May 18 @ 3:43pm 
Known bug: game won't start if loaded with Dawn of Ascension. I am currently looking into the problem.
Tovius  [author] May 11 @ 11:16am 
Updated to 4.0
Lancer_Vance May 8 @ 10:32am 
Will this be updated for 4.0? I rather liked the additions.
Count BlingBlangula Dec 19, 2024 @ 6:45pm 
could be compatability who knows
Count BlingBlangula Dec 19, 2024 @ 6:45pm 
got a crash right after this
[21:43:12][eventscope.cpp:2445]: Script error, set_location: 'event_target:nomad_spawn' is invalid at file: events/!_nomad_spaceborne_events.txt line: 201
The Life Extinguisher Dec 4, 2024 @ 1:50pm 
Any chance we can get a nerf to the upgrades the khan receives here? He's spawning with more combined fleet power then some of the fallen empires at midgame...
animecentral Nov 30, 2024 @ 1:46am 
Thank you for updating to fix the problem so quickly!
Tovius  [author] Nov 29, 2024 @ 12:30pm 
Mod updated
Celador Nov 15, 2024 @ 7:58am 
Is it maybe possible to only make an enclave/caravaneers/pirate buff mod? Bonuses and perks they give are on point with the game, but even with toned down spawns - there seems to be a lot of fauna spawning. Also, I am worried about compatibility with other mods that change bases and ships.