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ExOverhaul: 1.9.* Tweaks
File Size
0.006 MB
Sep 28, 2017 @ 11:34am
Jan 24 @ 3:40am
7 Change Notes ( view )

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ExOverhaul: 1.9.* Tweaks

In 1 collection by ExNihil
All ExOverhaul Mods for Stellaris 1.9.*
9 items
This is a small and simple mod in which I tweak defines, initializers and other stuff. I will add more stuff to this mod with time and as I see fit, so keep updated. Although I see this mod as synergizing with my other mods, none of them are required and this mod is completely independent - like all my mods.

What this mod does?
  • It changes resettlement costs from 50 influence to 100 energy, 100 unity and 20 influence.
  • It changes the base costs of species modification to be much cheaper. The base cost of genemodding was changed from 5000 to 1000 and the per pop multiplier was reduced. To compensate a bit, the base cost of climate preference change was increased from 3 to 5.
  • The maximum number of traits was increased to 6 for regular biological species (was 5), 5 for machine species (was 4) and 4 for robots (was 3). Number of starting trait points for machine empires was increased to 2.
  • The cost of robomodding was halved and the per pop multiplier was reduced from 50 to 20, making robomodding much cheaper and more viable earlier.
  • The base values of armor were changed to be less effective, while the impact of ship size on the total amount of armor was increased. You therefore need more armor components to reach higher armor ratings, making armor a bit less of a no-brainer and improving the overall worth of shields (both in vanilla and in any existing mods).
  • The unrest removal effect of armies was reduced from -10 unrest per army to -5 unrest per army. The intention here is to make unrest a bit more difficult to manage, and therefore make unrest mitigating perks more important. Currently, unrest is really easy to resolve in vanilla and all the unrest reducing perks (e.g. police state or the vanilla spiritualist ethic perk) are almost completely useless.
  • Number of maximum armies per planetary tile was increased from 1 to 4, meaning you can have up to 100 defensive armies on a size 25 planet. The intention here is to make invasions a bit less of a ridiculous affair. This change will synergize well with any mod that makes defensive armies better, or mods that increase fortifications like my building mod.
  • Solar system intializers have been tweaked so all empires spawn on sizes 20-25 homeworlds, rather than sizes 16-20 homeworlds - which I always found depressive. In the prescripted start systems- Earth is set at size 21, mars at size 16 and unity at 23.

No vanilla files are overwritten and this mod is therefore 100% compatible with everything else out there. If you have any special requests feel free to post 'em in the comments - if I like it, I will add it.

Compatibility Patches

Comp. mod for Lex Peregrine's Real Space New Worlds, by Lex Peregrine (thnx m8!).
Comp. mod for Lex Peregrine's StarTrek New Worlds, by Lex Peregrine

Important Info
If you'd like to report a bug, request support or participate in the modding process, please use the ExO discord server[].

You might also want to check out the other ExOverhaul Mods.
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ExNihil  [author] Jan 22 @ 10:39pm 
Phoenix Nebula Jan 22 @ 7:39pm 
For some reason I cant use this with the other ex mods.
Rough Dec 10, 2017 @ 8:01am 
then we just need characters that can be assigned as ship captains a la Distant Worlds.
Rough Dec 10, 2017 @ 7:59am 
that's awesome =) because when I think space opera or even space battles, I think of like 3-4 capitals duking it out with some support ships, not a computer-melting carpet of battleships facing another computer melting carpet of escorts
ExNihil  [author] Dec 9, 2017 @ 11:40pm 
Actually, we are working on a combat overhaul mod now that does exactly that 😃
Rough Dec 9, 2017 @ 11:18am 
Hey Exnihil, is there any chance of you doing a ship numbers reducer mod or integrating one into this mod? It'd be really nice if ships were worth 4x as much, good for rp and good for system performance.

A few mods more or less do this, but aren't compatible with ship mods like SCX or NSC...or are never updated. I figured you could do the concept justice.
ExNihil  [author] Nov 3, 2017 @ 10:40am 
Armor is not nerfed here, big ships are
Aviator Nov 3, 2017 @ 10:20am 
Maybe personal preference, but armor needed a buff, not a nerf. In all my playthroughs, pure shield builds have performed the best, regardless of enemy type.
Lex Peregrine Oct 26, 2017 @ 12:44pm 
I have published a compatibility patch for users of Realspace plus the RS New Worlds sub-mod, check here:
Pietas Oct 14, 2017 @ 12:52am 
Yup, they're changed now.