Stellaris

Stellaris

31 ratings
Starting Out with Gateways
   
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Tags: Technology
File Size
Posted
Updated
122.318 KB
28 Feb, 2018 @ 1:17pm
26 Mar, 2020 @ 5:43pm
7 Change Notes ( view )

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Starting Out with Gateways

In 2 collections by The Next Decade
Destiny´s 2.6.2 Collection Numero Uno
34 items
Mods That I Want To Remember
305 items
Description
Are you one of those people who can't stand Hyperlanes? I'm one of those weirdos as well! So, I decided to make a small mod that would change Gateways from being an endgame megastructure, to a midgame stargate you can build relatively early if you can be bothered to stockpile a tiny bit.

Disclaimer:
* gateway_0 has been removed entirely, so as a result if you have any Gateway Construction Sites, they will glitch out and disappear. Do not worry, they won't block new gateways from being built, but still, be careful for any possible bugs.

Changes:
* Gateways are now available from the very beginning, no research needed.
* Gateways now only cost 200 alloys and 50 influence, and only take 400 days to build.
* Gateways now have only a single building stage.
* Gateways can be built outside of your territory, only requirement is that the system you build it in has to be surveyed.

* Naturally occuring gateways now can be opened from the very beginning, no research needed
* Naturally occuring gateways now only cost 50 alloys, 100 energy and 25 influence to open.

Incompatilibilities:
* Anything that affects the 05_gateways.txt file
* Improved Megastructures
42 Comments
The Next Decade  [author] 11 May, 2020 @ 12:03pm 
Yup. And they do, in fact, use it relatively commonly. Though I might try and see if, maybe, tweaking them to use it more commonly might be fun.
nicholas-abbott 10 May, 2020 @ 6:59pm 
Question - Will AI get this Tech right away as well?
The Next Decade  [author] 26 Mar, 2020 @ 5:44pm 
Updated for 2.6. No changes required, everything seems to be working. If somebody experiences any bugs, please let me know.
TCGM 1 Dec, 2019 @ 7:20am 
It was destiny that I find this mod
Spalato 9 May, 2019 @ 7:15pm 
2.2.7 and functional, even more so it is fully compatible with 2.2.7 (no red exclamation mark).
The Next Decade  [author] 23 Mar, 2019 @ 11:14am 
Is the mod still functional on 2.2.6? It should be, since I don't think there were any techtree changes in the recent version, but still.
Shade 14 Mar, 2019 @ 7:29pm 
Would you be willing to make a version of this mod that makes this a civic choice / nobody else just auto-has this? If they research yours, they just get the standard gateway choices, but because you got the civic, yours are cheaper/etc? Maybe the civic gives your ships like -25% sublight speed, or +25% charge time to use FTL jumps?
The Next Decade  [author] 20 Jan, 2019 @ 9:35am 
Updated
VS-lockon 20 Jan, 2019 @ 9:32am 
thank mate
The Next Decade  [author] 20 Jan, 2019 @ 9:28am 
Oh, found it. They changed the name of a single modifier it seems like. Instead of any_planet it's not any_system_planet. Will roll out the update as soon as I test it out.