Stellaris

Stellaris

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[3.14] Scientific Revolution 2.2
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151.116 MB
Jan 21, 2024 @ 7:01am
Apr 19 @ 3:52am
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[3.14] Scientific Revolution 2.2

Description
Recapture the Feeling of Playing Stellaris for the First Time!
Unique and Enduring Gameplay!
Offering management, research, and combat mechanics that are richer and distinct from the vanilla version!
Highly Optimized!
No lag – even after 200 years, 1 second simulates 5 days!
More Than Just a Game!
A research system built upon real-world physics and scientific philosophy theories.

Our QQ descussion group: 728414531 Currently mainly Chinese players, but we welcome all players to join the discussions!
Other Versions: [Scientific Revolution 1.0] [Scientific Revolution 2.2 Old Version Backup]
Optimization MOD: [Icon Optimization]

Introduction and Explanation:
In the renowned book The Structure of Scientific Revolutions by the famous philosophy of science Thomas Kuhn, it is argued that scientific revolutions do not evolve gradually through logical reasoning but occur via discontinuous paradigm shifts. These shifts are analogous to changes in the axiomatic systems within mathematics, leading to a fundamental reconstruction of the logical framework. The importance of paradigm shift theory lies not only in its description of the process of scientific revolutions, but also in the fact that the very concept of a paradigm is intimately tied to the definition of modern science: in short, science is not merely a summary of empirical laws, but a logical system; scientific revolutions are the remolding of that logical system.


In classic strategy games, the concept of a “tech tree” typically encompasses only technology and engineering, omitting fundamental science and its evolution and transformation. In this MOD, we base our framework on Kuhn’s theories of scientific revolutions and paradigms, and, drawing on the two historical scientific revolutions, we have crafted a framework for three future scientific revolution processes spanning 300 years starting from 2050. Next, by referencing theories and methodologies from quantum mechanics, we translate universal research methods into the realm of future scientific theories. Finally, we build the corresponding “tech” for technology and engineering upon the framework of fundamental science.

Similarly, in the economic sphere, we have made extensive modifications to the vanilla version. Certain gameplay-driven designs in the original – such as empire size, megastructure construction, and population assembly buildings – are logically inconsistent and numerically hard to align with any real-world standard. In this MOD, we introduce an exponential growth model that not only removes unreasonable quantitative limitations but also, through a scaled-down Kardashev civilization index, more reasonably depicts the evolution of a civilization from Type I to Type III. The intelligent life mechanism serves both as a means to implement the exponential model and to optimize performance, ensuring smooth gameplay even after 300 years of simulation. AI empires have a similar mechanism to maintain both gameplay experience and numerical balance.

Finally, in military operations, we have redesigned mechanics such as navigation, ship classes, sections, slots, weapon types, and components. Weapons are now more distinctly differentiated, and with an abundance of functionally diverse components, the removal of restrictions on special slots, upgrades for ship sections, and other design enhancements, ship customization becomes more free, rich, and varied.

We hope that Scientific Revolution will provide you with an exceptional gaming experience. Enjoy your play!



Compatibility:
Scientific Revolution completely overhauls the original numerical structure, so there are generally two preferable approaches: Either use only auxiliary MODs to fully experience the intended pacing, balance, and gameplay mechanics;
or if you use many other MODs, please be aware that you are sacrificing cross-content compatibility and overall numerical balance.

Known Issues:
① For ship sections from other MODs, as they do not come with inherent hull values, please install hull defense components; otherwise, a section built with a hull value of 0 will immediately explode.
② NSC: While the game will load normally, ship designs and components may overlap – it is not recommended.
③ REAL SPACE: Please sort this mod below the core mod, and the galaxy-scale feature is not recommended.
④ Megastructure mods : All vanilla megastructures will be overridden.

Please note that the introduction on this page—and the entire mod—was translated using AI. We welcome any corrections or suggestions to improve the translation!

If you have any questions, please leave a comment below. We will continuously monitor everyone’s feedback.
442 Comments
noobfield2042 Apr 26 @ 8:35am 
Very good work. :steamhappy:
靛蓝  [author] Apr 24 @ 8:50am 
@mengzhe 得益于驴代码只允许完整覆盖文件的天才代码规则,这游戏注定只能有一个mod能决定哪些稀有资源可以被显示。
请尝试让 伞的框架 取得胜利。
mengzhe Apr 22 @ 11:32pm 
这个mod里面的智慧人口资源似乎会把别的mod的稀有资源卡掉不显示
靛蓝  [author] Apr 7 @ 9:34pm 
@dddddddddddd 已修复
dddddddddddd Apr 7 @ 7:26am 
在大概一两个月前,普政石头人基飞组装需要食物,请问现在改了吗
靛蓝  [author] Apr 4 @ 10:03am 
@fsh_gzs 旧版备份昨天重新上传了:Gifting:
fsh_gzs Apr 4 @ 3:14am 
@靛蓝 我说的退归档3.22版本就是找的 [科学革命2.2旧版备份] 这个┭┮﹏┭┮, 但和外的岗位还是全都没了:cozyjunimogreen:
靛蓝  [author] Apr 3 @ 5:48pm 
@何足道 设计如此,玻璃大炮
何足道 Apr 3 @ 4:43pm 
文灾飞的堕落船为啥不能装护甲和护盾只能裸奔?请问是我哪里搞错了还是哪里漏了吗?
靛蓝  [author] Apr 3 @ 10:28am 
@fsh_gzs 更新炸存档实在抱歉:Gifting:你可以订阅 [科学革命2.2旧版备份] 来续档