Stellaris

Stellaris

Ultimate Technologies
tipoima Nov 9, 2019 @ 11:18pm
Overpowered tech is *too* overpowered
I've been loving this mod, but I strongly believe it is overdoing the "Ultimate" thing. Some balance changes I think would be healthy:
1)The building upgrades this mod provides don't have any strategic resource upkeep. This makes that entire branch of economy entirely obsolete, along with every building in this mod which grants those resources.

2)New buildings completely beat vanilla in every way. While that's the point of having very powerful buildings, there's no feel of *progression*. I'd be nice for the new buildings to be upgrades to vanilla equivalents if possible or at least have much higher costs and build time if not.

3)Speaking of that new decisions are *waaay* too cheap for what they do. Increasing a tiny 6-size planet to size 25 in 5 years for 15K minerals and energy? Increasing all district production by like 5 times in 2 years for 30K minerals?
The snowball potential is immense. Utopia worlds are arguably more powerful than ecomenopoli, but don't require neither a giant pile of alloys, nor 10 year period when most of your districts are useless and not even Arcology Project ascension perk.

4) Daaaamn the weapons are powerful. Being able to eat a triple X5 crisis for breakfast with a single 40 battleship fleet is only fun for a while.
< >
Showing 1-3 of 3 comments
fleems Aug 28, 2020 @ 4:58am 
I second this, had a MP game where someone had double Science Nexus early game. Don't break the game by ruining the vanilla buildings (which are balanced as opposed to this "mod", which is basically a power spike carnival).

Quite underachieving. Making it easier doesn't make it more fun.

@tipoima - Let me know when you find a good Tech mod (like those Tech mods around Le Guin (2.2)), I only find overpowered stuff that leaves the game barely challenging, I don't need a subpar empire to be good with mods, I can do that myself with proper play.

Last edited by fleems; Aug 28, 2020 @ 5:16am
S3V3R Jun 24, 2022 @ 1:22am 
I would like it more if they tripled the amount of research necessary to get the technologies, or locked them behind an event, something to make late game vanilla technology keep its place for around 100 years before getting replaced by the mod's superior tech

the interesting thing about Ultimate Technologies and Ultimate Weaponry is that they're even above fallen empire stuff, but they need pops to work jobs unlike fallen empire buildings.

so the problem in my opinion is the pacing, you can unlock ultimate technologies content way too fast, and it ends up making vanilla technology obsolete before you can even start using it.
S3V3R Jun 24, 2022 @ 1:24am 
I would love it a lot if you could only get it after defeating a fallen empire and doing a slow (it should be slow so that basic FE stuff like dark matter shields and thrusters can have its place before unlocking ultimate techs) special project on their infrastructure, giving your empire knowledge which can be used to start the very expensive research towards ultimate technologies.
Last edited by S3V3R; Jun 24, 2022 @ 1:24am
< >
Showing 1-3 of 3 comments
Per page: 1530 50