Stellaris

Stellaris

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Ad Astra Technology Mod 3.7
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17.828 MB
Sep 1, 2022 @ 1:54pm
Mar 17, 2023 @ 9:25am
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Ad Astra Technology Mod 3.7

In 1 collection by FirePrince
FirerPrince Stellaris
40 items
Description
Per Aspera Ad Astra
Through adversity to the stars.

This is a continuation of the old great Ad Astra Technology Mod by Phoenix Star (f. changes s. Notes). I'll not continue to develop this mod substantially, so if someone wants to take it over, go ahead. Should work with 3.7 as well with 3.6.

DESCRIPTION


As technology progresses, its possibilities become endless. This mod adds and alters Stellaris research options to reflect improvements across your Empire; primarily, ground military and colony habitability improvements.
New armor improvements result in colonies having stronger, better shelters able to withstand harsher conditions – body, vehicle and aerospace craft armor able to withstand greater punishment.
Power improvements such as Fusion Power result in better, more powerful life-support systems and environmental control, in addition to more powerful armor suits, drones, vehicles and so on.
Suffice to say, the list is massive – but the end result is that by the endgame, to less advanced Empires, everything you do will seem like magic (or it might just be – who knows? Only you do). And to challenge you, will seem madness.

The list of changes is fairly large, so a summary:

– Researching technologies unlocks further off-shoot technologies that are a result of further applications your researchers discovered for them in a myriad of various fields. Fusion Reactors work well on ships – but once standardized, they vastly improve industrial output across the board.

– A number of new armies and defense buildings, including three Leviathans / Utopia Exclusive ones that are extremely powerful compared to vanilla armies.

– A large number of new buildings – some of which can be upgraded in Ecumenopolis or Ringworlds to account for their now significantly increased capacity.

– Ascension Perks may have an additional technology or two to them, some repeatable.

– Leviathans and Utopia are entirely optional; the mod doesn’t require either, but it supports both with extra technologies.

LOCALIZATION


The localization for the mod is English and serves as a stopgap solution for all other localizations. If you want/have a localization patch, just put it on the Workshop (once verified, I’ll make room for the patch and provide a link for everyone else).
• 🇷🇺 Rus Perevod – Creatoris

COMPATIBILITY


This mod is 100% stand-alone, which means vanilla files are unaffected (except of some name-lists). It should work with every single mod out there, barring a few extreme exceptions that I have yet to encounter. Savegame compatible, but not all empires may receive the special techs.

KNOWN ISSUES


– You need to hover over a lot of the new technologies to see their effects as many have a lot of bonuses. A few that add trait bonuses have the issue with modifier description (this may need to be reworked, consider it work in progress), but nothing major.

– The game might be imbalanced as the AI might not make full use of the technological additions (not sure here, this point was made long time ago). On the other hand, getting attacked by a much more advanced civilization or – whatever goes for you help you – a Fallen Empire/Awakened Empire will now be quite a bit worse now.

– Due to potential compatibility issues, the AI doesn’t know how to use the new offensive armies – yet. It does know how to beat your invasion army over the head with the new Defensive Buildings, though.

– May have minor issues here and there. Nothing gamebreaking, but expect hotfixes as I locate them.

TO-DO
Originally posted by Willem:
More Ascension Perk Technologies, since it’s all about applying the technology you get in creative ways. Seems perfect to add tech trees to AP given how much they (are supposed to) change your society, seems like a societal change should have some applications regarding tech focus and development.
– Reduce redundancy with other big mods.
– Harmonize with Stellaris Evolved.

Credit
Phoenix Star creating this mod
VittorioVeneto Chinese (workshop)
Inny [The Merger of Rules] (+workshop)

Minor Recommendation
Ad Astra! – An Origin Mod Inspired by Andre Norton

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Popular Discussions View All (1)
18
Feb 13 @ 3:29pm
Bugs? Issues? Incompatible mods? List 'em here.
FirePrince
116 Comments
Tech621 23 hours ago 
and it works for 3.13.* just fine?
Tech621 23 hours ago 
@The_illusive_Man22 dont be rude, coding takes time and at times moody
The_Illusive_Man22 Sep 11 @ 11:17am 
still waiting...
KASTA1LOVE Aug 25 @ 6:15am 
На 3.12 работает?
FirePrince  [author] Aug 19 @ 2:55pm 
Yes, hopefully soon for 3.13.
xAmetistx Aug 19 @ 2:27pm 
Hi, will this mod be updated?
StewieTheFish May 9 @ 2:23pm 
working with 3.12?
Wheelies On Wheels Apr 28 @ 5:18am 
Yes there is "tech bloat" brought by this mod, and I believe it is absolutely necessary for those playing with extended early and mid game options (2500-2800)! Very good mod, and lots of well written descritpions!
ranma100 Apr 9 @ 7:39pm 
Seems to work OK in 3.11
Barga_rus Mar 30 @ 2:34pm 
still works.
Probably celestieal intervention.