Stellaris

Stellaris

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Upper Limits V3.4+
   
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Upper Limits V3.4+

Description
Introduction

This mod aims to go above and beyond the normal game, allowing players to research techs above tier 5 and more!

More Info

Currently in English, French, Russian and Braz-Por. The non-english translations might be delayed.

Thanks for checking this mod out!

Mod thumbnail by Oskar Woinski! I don't own his work, but, it might be ok as long as I credit him.



Accessibility

This mod replaces 2 text file from vanilla.
02_scripted_variables_component_cost
00_tier

This shouldn't effect things much as this only changes the component cost. This is a rescale since the vanilla is very messy.

Will also almost always be save compatible, mods compatible, version stable and more. (I like my mods this way)

There is older versions of this mod you can use, they exist as Legacy versions that I will no longer maintain.
(But doesn't need to because they are made for a specific Stellaris version that will also never change)

Supporting Me

If you would like to support me.

Recuring

[www.patreon.com]

One Time
[paypal.me]
[ko-fi.com]
(Lower Tax)

Upper Limits Data Banks

Upper Limits Change Log & To Do[docs.google.com]

Component Cost Re-scale Values[docs.google.com]

Note: As I don't really have monetary gain from making mods or any kind of other benefits, expect things to be very slow. Unlike most other modders, there is really little motivation for me to do much even tho my mod's success has been similar to other modders that gains benefits.

Contributors

Localization Translators :
AngelRedX3 (French)
Тупа ded inside (Russian)
KngPig (Braz-Por)

If you would like to translate my mod, feel free to add me and message me about it.

You can check the change logs for new additions, if you are interested in making a tech tree for my mod, you are free to do so and I can link to it.
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52 Comments
Vietnam Jun 23 @ 8:46am 
Nanite Armor In Nutshell: "Nano-Machines, Son"
Guluere  [author] Jun 14 @ 10:39am 
People actually wanted me to make nanites cheaper, or make the nanite armor stronger, with its current position, it is calculated to be balanced... unless you use other mods that adds more slots, then I can't really help you.
Guluere  [author] Jun 14 @ 10:38am 
Nanites are expensive, and the mod is balanced around player not having 36 slots.
Spairon Jun 14 @ 6:12am 
since im on this page i must say, the nanite armor is just flagrantly too power.

Normally i would outfit a corvette with a photon sol, a lvl 7 shield and a better crystal plating (using ESC Next)
That brings the corvette to 42 power left, 590 hull | 750 armor | 240 shields. Decent.

i can replace all 3 slots with nanite armor and reach 1437 hull, and 379 armor and shields. less armor, but near tripled hull and more shields, and since the fix to regenerative hull plating to be active during fights its punching with the weight of a cruiser. and i have more power left over even at 127.

bigger ships get ridiculously worse, i have one combat mod that leaves my titans with 36 armor slots, it has over 500k hull and 150k armor/shields. the percents mean massive numbers on things that are already tanky.

juggernaut has base 100k hp, and 40 slots. its sitting at 1.2 mil hull and almost 200k armor/shields

it might be a little too strong.
Guluere  [author] Jun 13 @ 10:59pm 
I will try to make it more realistic, it is very hard to test it, so your feedback is very useful for fixing these things.
Spairon Jun 11 @ 6:37am 
just my opinion on it then, i feel like a hard limit for all of 1 per planet would suffice to fix the issue. a build time would help but the AI's are intentionally stupid in that way, so making it a cap of 1 would solve the spam issue. best of luck with future updates, but ill probably be dropping this mod for a little while as it doesnt gel well with my set, favorited for the future tho
Guluere  [author] Jun 10 @ 6:54pm 
I don't think so, I only recall there being a patch for this mod and other mods that adds more planet types for the Simple Testing Grounds
Spairon Jun 10 @ 2:10pm 
In my current modset I only have two mods that I think could possibly even effect this, Gigastructures and The Merger of Rules. everything else is events, dig sites, planetary diversity which doesnt have story stuff to it really, and 2 combat focused mods. Is there a patch between this mod and gigas im missing?
Guluere  [author] Jun 10 @ 1:13pm 
I will also make the building to not be instant anymore, just think of it as taking time to set up the tents.
Guluere  [author] Jun 10 @ 12:49pm 
There is a high chance that this is related to another mod that purposely creates a custom plans for the AI to follow, so it can look like the AI is being insane but it might just be really good at managing its economy.