Stellaris

Stellaris

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Empire Essentials Lite
   
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2.380 KB
Jun 11, 2016 @ 1:25am
Nov 10, 2016 @ 7:47pm
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Empire Essentials Lite

In 1 collection by docflamingo
DocFlamingo's Overlord Collection
8 items
Description
1.3.2 compatible

EMPIRE ESSENTIALS LITE: makes a number of changes I found desirable and puts them all in one convenient package, taking care of numerous small tweaks, both common and often overlooked. It is intended as a sort of basecoat mod that can take the place of numerous small ones and not clutter up your mod folder. Emire Essentials makes the following alterations:

UPDATE: 7/22/16: Should be much more compatible now with other mods that alter values in the defines file.


##### TECHNOLOGY #####

*5 Technologies are available to research at one time. I understand Paradox’s decision to avoid a straight tech tree to keep the game fresh with each replay but the card system has severe limitations and more choices helps alleviate them.

*Population penalties for developing technology have been greatly reduced.

RECOMMENDATION: I recommend using either “6 Technology View” by Averax or “1080p UI Mod” by Dr. Maple to make the additional technology choices easier to manage.


##### COLONIES AND SECTORS #####

*20 base core worlds.

*Add new sectors at a slightly faster rate.

*Influence costs for modifying sectors greatly reduced.

*Frontier Outposts do not reduce your monthly Influence to maintain but instead have a greater one-time Influence cost to build.


##### SHIPS #####

*Repair and Upgrade times for fleets are much faster but not ridiculous.

*Maximum navy size increased to 10,000.


##### DIPLOMACY #####

*Trade deals can be up to 50 years in length

*Integration of vassals now only costs 1 Influence point per month but will take a little longer.

*Research trade agreements are twice as efficient.

*Federations can be formed with only 3 members.

*Factions now gain strength at a slower pace.


##### LEADERS #####

*Leaders cost less to recruit

*Leader pool slightly increased in size.

*Leaders and Rulers may have up to 3 traits each.

*Critical age raised from 72 to 100 because, you know, it's the future.


##### RACES #####

*Each species (player and AI) have an additional 2 points to spend on traits to add a bit of variety.

*Each species now has an additional Ethos point to spend.


Hope you enjoy the mod and please don't forget to rate! If you have any issues, feel free to post them here as I check messages frequently and am always happy to help.
31 Comments
mumhustlar Jul 19, 2017 @ 11:21am 
Hey mod doesnt seem to work anymore. 1 Does it need updating? 2 If this is defunct mod, can we just edit all the same modifiers in the game files ourselves to get the same effect as the mod?
aevansjr35 Apr 10, 2017 @ 4:12pm 
Update coning for 1.5?
TORMP 2204!??!?!!!? Oct 22, 2016 @ 1:41pm 
will this work with heinlein or does it need to be updated
docflamingo  [author] Aug 27, 2016 @ 6:06pm 
@Crowsephian: It will still work, only the version number is changed. It probobly just didn't update as the workshop is twitchy. Try restarting steam. If that doesn't work you can unsubscribe from the mod then re-subscribe and that will often clear it up. Regardless it will work just fine despite the version number being wrong.
Crowsephian Aug 27, 2016 @ 3:26pm 
The description lists this as compatible with 1.2.5, but the launcher still lists it as compatible with 1.2.1. Should we just ignore this?
Shade Aug 21, 2016 @ 5:54pm 
Danke, much love. <3
docflamingo  [author] Aug 21, 2016 @ 5:24pm 
@Scarlet: I've had othjer requests for that actually. I'll upload a second version some time tonight or earlt tomorrow.
Shade Aug 21, 2016 @ 8:59am 
Goodsir, would you mind removing the trait/ethos point changes? It conflicts with so many sexy mods that add/change ethics and/or trait points. : ( I love everything else about this mod and would like to keep it, but, the users should decide how many race/ethic points they get to use by other mods, you know?
docflamingo  [author] Aug 17, 2016 @ 8:10pm 
@=7Cav=BG.Burgundy: Yes. I tried removing the penalties entirely at one point but it made things just too easy.
=7Cav=Burgundy Aug 17, 2016 @ 11:03am 
I see, so colonies bump it up by one percent per colony and pops bump it up by one percent for every pop after one hundred