Stellaris

Stellaris

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[2.1] Stellar Expansion - FTL Enhanced
   
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Oct 25, 2016 @ 3:10pm
May 22, 2018 @ 9:02pm
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[2.1] Stellar Expansion - FTL Enhanced

In 1 collection by King Lemming
[2.1] Stellar Expansion: Complete
8 items
Description
NOTE: This is a legacy mod. It is for Stellaris version 2.1. (Niven)

This is a simple addon mod meant to provide small midgame boosts to FTL.

It remains separate from Stellar Expansion because FTL is a cornerstone of the game and not everyone is necessarily interested in having it altered. Also, this ensures more gameplay compatibility with other FTL altering mods.

Having said that, these techs should work properly along any other FTL affecting mods or rebalances that you may have.

Something will be coming for Wormholes, once I can figure out a good balance for it.

Features
  • Four (4) technologies which affect various aspects of FTL travel - Windup, Winddown, and Emergency FTL.

Feature List[raw.githubusercontent.com]
Change Log[raw.githubusercontent.com]

Localizations: English.

NO VANILLA FILES ARE OVERWRITTEN.

If you like the mod, please give it a thumbs up! If you don't, please let me know what you don't like about it.

If you're interested in the bulk of my work, be sure to check out Stellar Expansion.
68 Comments
ExNormal Aug 17, 2024 @ 2:19am 
still working now?
Peter34 Mar 8, 2019 @ 10:32am 
Slightly off? Science amounts were increased by a factor of 4 with 2.1->2.2, so if not updated, the Techs will be 75% cheaper than they ought to.
The Hat Mar 8, 2019 @ 7:58am 
Thank you for doing this.
King Lemming  [author] Dec 29, 2018 @ 7:41am 
Probably not, but I'm still going to just roll this into the base Stellar Expansion for 2.2 when it's released.

It's likely safe to use though, but the tech costs may be slightly off.
Gerishnakov Dec 29, 2018 @ 5:53am 
I'm guessing 2.2 doesn't really affect this?
Elitewrecker PT Aug 21, 2018 @ 4:41am 
"be surprised by" - like the AI would ever do that.
surprise - you mean jump straight to their capital

Jump drives had no disadvantage, the game still converged on jump drives anyway.
Nova_Eclipse Aug 20, 2018 @ 5:39pm 
@Entropy My damned thoughts exactly. WHY would you take away all forms of FTL aside from Hyperdrive?! Being able to use warp gates, jump drives, and all that other stuff from the previous versions was one of the things that allowed this game to catch my attention.

Getting rid of everything aside from the Hyperdrive was a terrible idea in my opinion, since it just gives me the feeling that the dev behind that blunder was having a Star Wars fanboy wank or something.

Let me be able to surprise (and be surprised BY) my enemies in my campaigns because my civ and theirs use different FTL methods! It gives more fun and in-depth options when waging a war, since a civ with jump drives can circumnavigate all known systems at the risk of being eaten by the Warp, while hyperdrive-using civs are safe but constrained only to known Hyperlanes.

Isn't that the point of grand STRATEGY games? To have advantages and DISadvantages because of the civ and choices you make?
Entropy Jul 4, 2018 @ 7:18am 
Really, people don't like having their FTL altered? 2.0 removed all other FTL as starter techs and left warping to science ships, and gates to megastructures. Either way i like the idea of the mod research options.
King Lemming  [author] Jun 27, 2018 @ 1:10pm 
This still works, yes.
falhxer Jun 27, 2018 @ 12:04pm 
Its still work right ?