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Crystallis Ship Modules Expansion
File Size
1.789 MB
May 24, 2016 @ 3:04am
May 10 @ 7:50am
36 Change Notes ( view )

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Crystallis Ship Modules Expansion

100+ new ship modules, weapons and technologies, 8 new ship sections with aux slots, new advanced science ship
Compatible with version 1.5.1+, and all DLC

This mod adds a lot of new ship modules as well as extra levels of existing ship modules and weapons. This mod is save game compatible as well as mod compatible with every mod out there.

The following have been added:

Ship Sections
  • 2 new corvette ship sections +aux slots
  • 2 new destroyer ship sections +aux slots
  • 2 new cruiser ship sections +aux slots
  • 2 new battleship ship sections +aux slots
  • new advanced science ship (more slots)

  • 3 new techs to help speed up Physics research.
  • 3 new techs to help speed up Engineering research.
    Gradually they will appear and boost your planets tile research by 5% each.
    These techs are required to not slow down the game too much with the many module
    techs this mod provides.

Science Ship Modules
  • Deep Space Science Lab I-V (+shield +discovery, +surveyspeed, -fail chance)

Ship Modules
  • Armoured Thrusters 1-4 (+ speed, +armour)
  • Psionic Thrusters 1-4 (+ speed, +shield hp)
  • Crystallis Ship Sensors 6-10 (+ sensor/weapon range + tracking)

Utility Modules
  • Crystallis Reactors VI - X (+ ship power)
  • Crystal Armor VI - X (+ armour, +hull hp)
  • Phase-Shields VI - X (hive mind) (lower regen, high hp)
  • Force-Fields VI - X (Not materialists, not hivemind)
  • Psionic Barriers VI - X (psionics) (higher regen, higher hp, more power required)
  • Adaptive Shields VI - X (Materialists) (high regen, low hp, regens in combat)

Ship Crew Utility Modules
  • AI Ship Crew (materialists)
  • Psionic Ship Crew (psionics, not materialists)
  • Clone Ship Crew (cloning, not egalitarian)
  • Purifier Ship Crew (only for fanatic purifiers)
  • Alien Ship Crew (xenophiles)
  • Standard Ship Crew (not authoritarian, xenophile, hivemind)
  • Slave Ship Crew (authoritarian)
    (+ship damage, +hull hp, +shield hp, +armor %, +unique stats per ethos)

Auxiliary Modules
  • Crystal Plating II - V (+ hull %)
  • Crystal Targeting Matrix I - V (+ weapon accuracy, tracking and damage)
  • Crystal Tissue I - V (+ hull regeneration)
  • Ship Hangar Bays 1-5 (+ strikecraft damage and flightspeed)
  • Shield Capacitors II - III (+shield regen)

  • 2 new Lasers: Positron and Anti-Matter
  • 2 new Plasma cannons: Phased-Plasma and Chrono-Plasma
  • 2 new Energy Lances: Tetryon and Polaron
  • 2 new Disruptors: Resonant and Muon
  • 2 new Disintegrators: Improved and Matter-Energy
  • 2 new Arc Emitters: Vexed and Concerted
  • 2 new Cloud Lightning: Resonating and Luminous

  • 2 new Missiles: Isokinetic and Chroniton
  • 2 new Swarm Missiles: Typhoon and Hurricane
  • 2 new Torpedoes: Cobalt and Tricobalt
  • 2 new Energy Torpedoes: Anti-Proton and Quantum

  • 2 new Railguns: Tri-Gaus and XV-88
  • 2 new Kinetic Guns: Kinetic Cannon and Kinetic Howitzer
  • 2 new Autocannons: Thunder and Thor
  • 2 new Mass Accelerators: Ultra Cannon and Omega Cannon

  • 2 new Point Defense: Mercy and Emperor
  • 2 new Flak: Flak Array and Flak Barrier

  • 1 new Fighter Tier
  • 2 new Bomber Tiers (final tier is dimensional unlock after salvaging/unlocking unbidden dimensional weaponry tech)

    Each new tier improves the weapons base damage by 20%
    Some weapons already have new graphical firing effects,
    others are still being developed

All modules have their own technologies. Some are rare. Tier 6 to Tier 10 modules come after their vanilla variants and techs, so these are very much late game technologies.
For those with Utopia DLC: The final tier weapon technologies only show up after you build the science nexus!
For those without Utopia DLC: the final tier weapon technologies will show up normally.
The science nexus increases the chance advanced component & weapons technologies show up by 500%
Techs have a start date before they can show up:
* New component techs will show up earlier (around 20-30 years gametime)
* Advanced (tier 6-10) component techs won’t start showing up until at least 80 years of gametime has passed.
* The next tier of advanced weapons won’t show up until 20 years have passed. (Example: tier 6 armor shows up at 2280, tier 7 armor won’t start showing up until it's at least the year 2300)
* Advanced weapon techs won’t show up before at least 100 years have passed.
* The final tier weapon techs only show up if at least 120 years have passed)
* If you have bad luck: every 20 years that you don't see a new component technology, the chance of it showing up goes up a LOT. If you haven't gotten a specific component tech 40 years after it could show up the chance to show up increased by up to 500%.

Ship Power Stations?
Compatibility mod for Ship Power Stations mod here: <COMING SOON>
This is for vanilla ships only. There won't be a compatibility patch for my mod + ship power stations + NSC, Realistic Ships, or any other mod that adds new ship types. (It’s not possible to balance, and it's a lot of work). Sorry.

** Some modules do not correctly apply their stats to the ship builder UI. This is an issue with the game and ui that I cannot fix myself.
** Auto-upgrade doesn't work with my modules, presumably this is somewhat weirdly hardcoded
** Auto-complete will not always give the best module layout.

For other modders:
All my techs are prefixed with tech_c_techname
All my other files are prefixed with C_modulename/componant

Please don’t forget to rate my mod and have fun! :)

Official Paradox Forums thread for mod discussion:

Support me
If you really like my mod and wish to support me, feel free to drop something. It would help a lot! Thank you very much!

Popular Discussions View All (2)
May 7 @ 12:46pm
Suggestions here
Jul 1, 2016 @ 5:11am
Question regarding Crew (not about the UI display)
< >
Белогвардеец May 22 @ 9:22am 
Перевод будет ???
Snarky May 19 @ 1:33pm 
Is it possible to get some of the tech unlocks via the crystal enemies roaming about up into (at least) the mid tier or is it just their basic stuff you can get from them?

Wondering if it would be worth grabbing thsi along side the Monster waves mod to sort of "fast trigger" a few of the lower/mid tier weapons and such(excluding shields since they don't have those) as you would find from scanning debris of normal enemies and monster corpses.
Guilliman  [author] May 18 @ 6:51am 
I think the reason some of the late game weapons/modules tech are not showing up enough is because not enough of the previosu "tier" techs have been researched. This is made more difficuly when there's a lot more techs from other mods as well. Going to try test by reducing the 'tier level' of my modules back to tier 3.
Guilliman  [author] May 17 @ 7:20am 
@Xenos correct. No techs or modules are lost, only the ability to put reactors into the special power slots of the other mod.

I'm not sure, evasion calculation has changed several times :( . I'll take a look. Thanks for letting me know.
Mizati13 May 17 @ 7:15am 
Hey there Guilliman, I just wanted to ask you a quick question about the AI Crew module, mostly bewcause I've either found a bug or am misunderstanding how evasion values are calculated with this "+4%" from the module.

It seems to have a drasticly larger effect in smaller ships, increasing the actual evasion score value(not the total percentage), as I'm pretty sure you meant for it to. It may simply be another typo in the code like the last one I found though.

Corvette examples: No AI Crew [], With AI crew [].
Cruiser examples: No AI Crew [], With AI Crew []

If this is working as intended that's fine, I just wanted to make sure, because it doesn't seem to be.
Xenos May 17 @ 6:58am 
So, if I understand it correctly, the only issue in using both is that we won't get to use your techs in the station slot, but no content will be lost?
Guilliman  [author] May 17 @ 6:56am 
Initially it had build in compatibility for the ship power stations mod (so my mod reactors also fit in there) but there are some long standing bugs with auto-fill ship in the ship builder if people didn't have the ship power stations mod. So I removed it. I plan to make a seperate mod (patch) so people who have ship power stations can choose to use it along side my mod.
Xenos May 17 @ 6:41am 
On the page of Ship Stations mod compatibility with this is stated, while here it says we need a patch. Could you please clarify?
Admiral von Spee May 16 @ 2:16pm 
Any issue in compatibility with alpha mod?anyone
DarkSanity May 15 @ 10:59pm 
Hello, using the Fight For Universe mod with this, in addition to NSC and Pentiful traditions; the new research options from this mod don't appear to be showing up however for me. Not sure if anything can be done, but thought i'd let you know.