Stellaris

Stellaris

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Improved Voidborne Perk
 
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Apr 10 @ 12:58pm
Apr 10 @ 1:06pm
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Improved Voidborne Perk

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Description
One of my pet peeves with Utopia is that it makes no sense to me for Habitats to require.... battleship tech?

I mean, deep space installations make perfect sense, but... why the battleships? Not only does it feel weird, it also delays your habitat possibilities significantly, as it is quite a late tech to get, unless you are rushing research.

So that's what this mod aims to "fix".


VOIDBORN PERK:

No longer requires Battleships tech.
Now requires Nanomechanics (engineering lab 1) tech.
Now requires fusion power (energy reactor 2 for ships) tech.
Still requires deep space installations 3 tech.


It is entirely possible that my new requirements are a bit too easy - i can adjust them after i play a few games with this mod activated (and based on people's responses). But overall i feel it should let you enjoy the "fun" utopia parts a bit earlier than normal.

Overrides ascendant_perks.txt, so might not be compatible with other mods that use same file.
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11 Comments
LockNesTom May 9 @ 4:12pm 
Does this need an update
1stReaper Apr 28 @ 5:11pm 
@Boomwolf
i was thinking that myself

you'd prob need battleship tech as a sort of lore thing <shrugs>

(basically engineers would build the habitats same way as if they was building a battleship, to which the structures would need to be able to the "weight of space <a space version of our sea's crush depth i guess... for leak of a better word :P aswell as the hull's being able to handle a pounding)

<think of "crush depth" in submarine terms>

-- for a better idea of what i mean by "space crush-depth"
watch the pixar flim wall-e :P, theres infor in there about how the humans got fat :P
there was also a documentry about the negative effects of being in zero gravity for to long, but i forgot what it was called :<... sorry

But yeah... :p
thats my possible take on why the "higher quality builds of battleship construction" would be needed for "micro-planets"

if that fails :P
just zoom into the human habitats it looks like the front end of the battleship class units :P
BoomWolf Apr 24 @ 7:14am 
I can point out why the battleships tech.
Because part of the battleshiup tech, is the ability to build the biggest spaceports, and if you can't pull off big spaceports-how could you pull off a habitat?
DumbCustomer Apr 13 @ 12:29am 
Thanks for your shared work and answer on this matter :)
Red Aria  [author] Apr 13 @ 12:28am 
All my mods are compatible with each other.

And yes, overwrites and overrides are a struggle.
DumbCustomer Apr 12 @ 9:52pm 
Man I really wish Paradox would have handled the mods better than all the conflicting mods because of file overrides.

So can I use this with your improved ascendency ?
If no, couled we get a combined version please ?
Thank you for all your mods !
Kamikazy/Lifehole Apr 12 @ 5:45pm 
They are compatible? I thought they overrwrote the same file.
Red Aria  [author] Apr 12 @ 12:36pm 
@Kamikazy: I prefer to keep mods separate, as not everyone wants the effects of both - having them separate means people cna choose if they want one or both.
Kamikazy/Lifehole Apr 11 @ 9:51pm 
Can you merge this with your improved ascendancy mod?
Lazerus Artificial Apr 10 @ 1:48pm 
Now this makes "playing tall" a lot more viable, thanks