Stellaris

Stellaris

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File Size
Posted
Updated
464.973 KB
Oct 20, 2017 @ 9:34pm
Oct 30, 2018 @ 12:18pm
65 Change Notes ( view )

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TechMatters

Description
The goal of this mod:
To create a greater divide between tech gaps and tech usefulness in each tier
To create more tech tiers and associated techs
To balance various gameplay elements
To provide more customization for civilizations on creation and advancement
Allow civilizations to build tall as a legitimate option


Recent Changes:
Posted: Oct 20, 2017 @ 11:34pm CST
Updated: Oct 17 2018 @ 5:37pm CST
This mod is being brought up to speed to Stellaris version 2.1.4 atm. The "goals" of the mod remain the same.

What is done v0.01:
Bombardment revamp:
-----Harsher bombardment; More frequent tile blockers, negative planet modifier chance.
General Balance:
-----All ship modules first stage balance complete; shield-armor-power-hull first stage balance complete
-----Massive buff to defensive station and megastructure output
Technology:
-----Stretched existing techs into Tech0 to Tech10; balanced techs and buildings accordingly; added new buildings and tech to each tech tier (limted for now)
Anti-Doomstack measures:
-----Hyperlane only; hyperlane takes on warp speed for travel, reduced planet fortification (for hit and run tactics)
-----Reduced naval capacity and things that increase it; increased naval upkeep cost


Compatibility -
will be working on getting this list down

Vanilla files modified:
-----TechMatters\common :
anomalies; ascension_perks, buildings, component_templates, edicts
megastructures, scripted _effects, solar_system_initializers, species_archetypes, technology, tile_blockers, traditions,
traits
-----TechMatters\ :
events\oribtal_bombardment.txt

Unique non-vanilla:
-----TechMatters\common :
defines; on_actions, planet_classes, static_modifiers, terraform
-----TechMatters\ :
events
gfx\interface\icons
Popular Discussions View All (1)
0
Oct 31, 2017 @ 6:03pm
Ongoing changes:
Tasshroom33
27 Comments
Maschinenmensch Jul 12, 2023 @ 12:55pm 
Very Based. Tech is indeed made out of Matter.
sirknimrac Mar 22, 2020 @ 5:51pm 
just found this mod.... is it still viable?
E4Strick Feb 7, 2019 @ 3:48pm 
update to 2.2.x
Tasshroom33  [author] Oct 26, 2018 @ 5:10pm 
Completed the rebalace of the pre-expansion buildings
Tasshroom33  [author] Oct 24, 2018 @ 8:58pm 
Updated quite a bit. Includes faster gameplay changes.
Tasshroom33  [author] Oct 17, 2018 @ 3:42pm 
Currently updating the mod to match the 2.1.4 version of Stellaris. The mod is not quite feature complete to match the previous working version. Posted: 10-17-2018 5:42pm CST.
Tasshroom33  [author] Nov 15, 2017 @ 5:16pm 
Compatibility -
will be working on getting this list down

Vanilla files modified:
-----TechMatters\common :
anomalies; ascension_perks, buildings, component_templates, edicts
megastructures, scripted _effects, solar_system_initializers, species_archetypes, technology, tile_blockers, traditions,
traits
-----TechMatters\ :
events\oribtal_bombardment.txt

Unique non-vanilla:
-----TechMatters\common :
defines; on_actions, planet_classes, static_modifiers, terraform
-----TechMatters\ :
events
gfx\interface\icons
Kill3rCat [1st FORECON] Nov 15, 2017 @ 5:32am 
Huh?
Tasshroom33  [author] Nov 14, 2017 @ 7:21pm 
I lied, listed lol.
Kill3rCat [1st FORECON] Nov 14, 2017 @ 7:12pm 
Fair 'nuff. :)