Stellaris

Stellaris

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Upper Limits V3.12+
   
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File Size
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Updated
23.285 MB
Jun 3 @ 1:22am
Jun 15 @ 11:37am
6 Change Notes ( view )

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Upper Limits V3.12+

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 development to be very slow.

Contributors

Localization Translators :
AngelRedX3 (French - 27/3/2020)
Тупа ded inside (Russian - 28/3/2020)
TheEnder22 (Russian - 18/2/2023 & 9/6/2024)
KngPig (Braz-Por - 8/4/2020)

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

I have been told that my grammar is not that great, that a lot of the descriptions in the mod could probably be written better.
If anyone is interested in improving them, can reach out to me.

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.
31 Comments
BleuSquid Jun 30 @ 8:38pm 
Would it be possible to add support for the new cosmogenesis ship types? (cosmo_crisis_destroyer, cosmo_crisis_battlecruiser, and cosmo_crisis_titan). I got the Illuminator drive shortly after unlocking Riddler ships, and was sad to see they weren't supported.
Guluere  [author] Jun 18 @ 5:07am 
Yes, the armor issue should be fixed in this version, but just to be safe, tell me if it is still broken. I did do testing, and the AI also seems to use the parts correctly too.
Demlock Jun 17 @ 9:45pm 
Does this also have the fix for the no armor issue? My gaming community has been without Stellaris for a month because this mod was broken (it's our favorite, big kudos to your work).
Guluere  [author] Jun 13 @ 10:06am 
The idea is that you are meant to abandon your old weak traits, and start using the stronger traits.
Guluere  [author] Jun 13 @ 10:02am 
Currently, you can still use them even if you have other traits, but of course, the plan is to pick and choose which trait would make it not be available. Which is most likely just the common starter traits. Not the ones you are stuck with.
ANGRI Jun 12 @ 11:30am 
Don't think i fully understand the trait technologies, if i have some traits that cannot be removed (let's say virtual or a trait from another mod that is unremovable) would that make it impossible for me to acquire the traits? For all i know i might just be stupid on this one hah
@clay you need to download Universal resource patch
Tinax Jun 9 @ 11:35am 
hi! I'd love a portrait mod of that thumbnail! she looks pretty o-o
anyone can make one?
clay Jun 9 @ 7:34am 
its probably something on my end, but is there a way to see the resources added by this mod? the ones for illunia lining, and the reactor after dark matter? just wanting to know if i need to add another mod to see stuff, or if one of the ones i have is blocking me from seeing it.
Guluere  [author] Jun 8 @ 10:28pm 
Updated the Russian Translation by Ender22