Stellaris

Stellaris

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Linear Tech Trees
 
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0.054 MB
Jun 25 @ 10:13am
Jul 4 @ 3:50pm
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Linear Tech Trees

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In 1 collection by Shamis
The Shamis collection 1.7 Bradbury
60 items
Description
1.7.4 - Linear tech progression

Please rate the mod. Even a dislike is more than welcome, but if you decide to leave a dislike could you please tell me why you did so in the comments? Constructive criticism is the best way to improve this Mod.

Event triggers have been added to guarantee availability of tech options you have researched the prerequisites, creating a predictable research tree. This gives the ability to research specific technology lines for a less random feel to progression.

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Features:
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Linear tech progression (not used by AI)

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Baked in compatibility for the below tech mods:
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(-New Ship Classes & More v5.0-)

Improved Space Battles ALL MODULES

Stellar Expansion ALL MODULES

TFW's Bunch of Ship Parts

Crystallis Ship Modules Expansion

LEX - Leviathan Events Xtended

Utopia Expanded

AlphaMod

Sins of the Prophets: Stellaris

The Zenith of Fallen Empires

Novus Orbis - Stellaris Overhaul Mod

Grim Darkness Total Conversion

Star Trek: New Horizons

Mobile Suit Gundam: Stellaris


***Can be used with any tech mod but the added technologies will not utilize the linear progression feature. If you ask nicely I would be more than happy to make additions.


change log:
06/29/17: Removed starter techs and repeatables, updated list of supported mods.
06/28/17: Add support for new mods, listed above.
06/25/17: Separated from A level playing field balance mod.
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12 Comments
Shamis  [author] Jul 19 @ 9:17am 
@Frank0607 - I will add support for some of the more popular star wars mods soon. If there is a specific one you are interested in please post a link.
Frank0607 Jul 18 @ 8:52am 
Can you add compatibility witth syat wars weapon mod?
Shamis  [author] Jul 4 @ 3:55pm 
Made some balance changes based on @Electrofire1 comments. Many rares have been removed and some late game elements have been left to chance / ascension. There is still a very defined research path but should still leave some elements to chance. Please let me know what you think, feedback is always welcome.
Wictor_Little Jul 1 @ 6:36pm 
Thank you for this, you saved my mind... yes MIND!!! :D
Shamis  [author] Jul 1 @ 9:24am 
@Electrofire1 the tier part was by design, I wanted to be able to be very focused in my research path if i so chose. The ascension bit crossed my mind why I was playing yesterday and will be taken in to account in the next few days. I also need to take the ethics in to account and not have options given that would not be given naturally. Thank you for you feed back, I am always open to suggestions.
Electrofire1 Jul 1 @ 9:16am 
Nice idea but the mod has a few problems
The first problem is that it only respects the prerequisite techs, not the tier of the tech which makes the mod considerably less balanced.
The other problem is that it doesnt respect the prerquiste of ascension perks, with anyone being able to research any psionic or biological tech, making those ascencion perks nearly useless.
That said, it is still a good idea for a mod and it could become a mod that i always use if fixes are made.
Doc Jun 29 @ 12:36pm 
Interesting idea, I'll try it out soon.
Shamis  [author] Jun 28 @ 3:06pm 
The hard work is done. I have added support for many tech mods. I have a bit of polishing todo over the next few days and will add the list of supported mods to the description soon.
nfp Jun 26 @ 11:44pm 
Yeah, I can imagine the headache trying to keep all that straight. It's one of the reasons I tied my Planetary Expansion levels into the base game terraforming tech. Just made it easier and made sense to do it.