Stellaris

Stellaris

263 ratings
Sensible Late Game Techs
2
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
98.670 MB
Jan 11, 2022 @ 5:35pm
Jun 4 @ 12:02pm
268 Change Notes ( view )

Subscribe to download
Sensible Late Game Techs

In 1 collection by Flamgino
Stellaris Multiplayer
7 items
Description
It's not entirely hubris. A friend asked me, "What do you even want from an end game mod?"

I replied, "I don't know. Like, sensible late game techs or something," and just like that, the mod was named. Whether it lives to the title shall remain to be seen.

As it implies, this mod adds a variety of new features, and several new tech tiers! They are as follows:

New Origins

Begin your galactic life as hardy, radioactive spore people, reproducing via pop assembly. Or, start as violence-obsessed brutes who torment their scientists while elevating their armies and navies. This mod has origins for hiveminds, robots, and all the rest.

(Certain origins may require specific DLCs)

New Ascensions and Ascension-Related Techs
Whether a new ascension perk entirely or an addition to already existing ascension perks, this mod adds new technologies and unique advantages to help flavor your empire! Declare inhabited worlds as holy sites, prioritize healthcare, encourage street performers to terrorize your capital, or use psionic powers to summon perfectly good ideas!

Meaningful Megacorps
Megacorps get an entire new suite of branch office buildings which increase the materials their empire produces by a percentile amount!

And is that Criminal Heritage bothering you? Declare a "War on Crime" and put a stop to it for good! No longer do you have to settle for merely "expropriating" their holding every time you violently seize their planets and obliterate their fleets.

Competent Espionage
The Subterfuge tradition now unlocks a few extra espionage operations which will help make a difference in warfare. You can temporarily reduce enemy fleet effectiveness, wear down their morale, and more.

New Tech Tiers
Now you can tech past Tier 10! Explore the potential of dark matter and dive into the possibilities of nanites.

New Components
New shields! New armor! Bigger guns! More effective missiles! Advanced Computers! This mod has it all, and it's designed with a focus on giving as many ships as possible an important role within your navy.

Mega Warships
Carriers the size of a planet, or some thing you tore through a needle hole between this galaxy and another! With the right ascension perks, no crisis is too big for your navy.

Imperial Excellence
Become the Galactic Emperor, and this mod will allow you to pass new resolutions that replace the benefits that would have been offered by the federations you were forced to abolish (if you had that DLC). Justify your power grab by making the whole Empire more powerful beneath your rule.

Vassals with Perks
New vassal types offer the chance to be somewhat more benign towards your subjects without hamstringing them or yourself. You can even talk your human friends into becoming vassals when they know there's a big productivity bonus on the other side of loyal subservience.

New Civics
New civics for every type of empire! At least one for every ethic.

And Stuff I Forgot!
I'm just adding more to this mod as time goes on. There's more features to come!

If you like the mod, please remember to favorite and give it a positive rating! If you don’t like it, please feel free to leave a comment why – I hate my own work, I might agree with you. Please tell me if you find any bugs or have any issues! I’ll do my best to sort it out.
Popular Discussions View All (5)
73
May 31 @ 8:20pm
PINNED: Bugs
Flamgino
66
Sep 18, 2024 @ 12:05pm
PINNED: Feedback
Flamgino
9
Dec 18, 2023 @ 3:59pm
PINNED: The Knids
Flamgino
288 Comments
Flamgino  [author] Jun 2 @ 5:45am 
@BroncoXeno2035
Because they're twice as powerful, but three times as expensive, and they need to be restricted from ships that don't pay for their components. Menacing ships are a good example. Otherwise it's just a huge power leap from taking an ascension perk with no drawbacks.

This works fine unless you're using another mod that adds ships, like NSC, in which case their ships weren't given "permission" to use those components. However, there's a new system for permitting ship components, and while I don't think I can restrict on the basis of how they pay for themselves, I could instead just exclude specific vanilla ships in a future patch, instead of writing an inclusive list. The risk is that, if you're using mods that add "free" ships, the perk will be totally overpowered.
BroncoXeno2035 Jun 1 @ 10:52pm 
Why are the Opulent Components ship size based instead of just being, 'You go into these slot types automatically?'
doctornull May 26 @ 1:55pm 
Wow, unexpected long weekend gift. Thanks for updating!
naj30004 May 23 @ 8:39am 
@Flamgino when will this mod be updated to 4.0?
doctornull May 9 @ 7:04pm 
My impression is that they are indeed hot-foxing a bunch of bugs, and they're far from finished.
Flamgino  [author] May 9 @ 6:14pm 
@doctornull
It's a QoL change for when you have a bunch of jobs all fundamentally doing something similar, but without altering any vanilla files it won't help me adjust the attributes of scientists, for example. Each job has code within now asking things like "are you a science director?" and if yes, they produce science director resources. I'd have to go in manually add the "are you a DDM researcher" question to researchers.

I had a look at some of the new structure during the beta, but could barley parse what was going on because it was so broken. Even now it looks like they're hot-fixing a bunch of job outputs and bugs so I just really don't know for sure what I'm going to do with it. It'll require figuring out new plans and different methods to get there. Also the old mod files cause a CTD on 4.0, so it's going to be some work.
doctornull May 8 @ 2:39pm 
Stellaris 4.0 Elite Job Swap
https://forum.paradoxplaza.com/forum/threads/augmentation-bazaars-merchants.1741844/post-30337249
https://forum.paradoxplaza.com/forum/threads/augmentation-bazaars-merchants.1741844/post-30337629


Take a look at one of the Devs talking about how job-swap civics have changed.

I know this mod has buildings & effects which also touch Elite jobs, so this seems like it might be relevant for you.
Aster Apr 27 @ 9:35pm 
Hey there! I really like this mod, so I made a compatibility patch for it and NSC3! Thanks for all the good times! :3
Flamgino  [author] Feb 25 @ 6:37am 
@doctornull

They are supposed to, and especially if a system is adjacent to a neighbor. The real hurdle for them is getting the tech, the military building, and the resources all at once.
doctornull Feb 24 @ 6:36pm 
I like the mega-citadel change.

Does the AI build them?