Stellaris

Stellaris

3,530 ratings
Guilli's Technologies
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File Size
Posted
Updated
10.541 MB
6 Jul, 2019 @ 2:08am
22 Sep @ 7:56am
33 Change Notes ( view )

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Guilli's Technologies

Description
Guilli's Technologies
For version 3.12/4.0+ of the game.
Compatible with all DLC. DLCs not required.
Compatible with all mods.
English and German Localisation[/]


  • 125 new technologies
  • Vanilla-like technologies
  • Some rare technologies
  • Some gestalt, hive or machine unique technologies
  • Most technologies only show up when you do or encounter specific things
  • Some technology options dissapear after a while as the game progresses (eg; early science ship technologies)


Huge special thanks to Taylor for virtually all of the writing!
Extra thanks to Patrick_From_Germany for the German translations!

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Support my work
Hello, if you like what I do and wish to thank me for my work on this mod you can do so by donating a few dollars. This money will not go to waste and will help me greatly in my passion for modding. Any support is greatly appreciated! Thank you.

You can support me on Patreon
[www.patreon.com]

If you want to leave a small donation instead::
[www.paypal.com]

Thank You
Popular Discussions View All (3)
7
26 Jun @ 2:25pm
Bug reports
Guilliman
6
27 Nov, 2022 @ 1:28am
Technology List
Guilliman
1
12 Apr, 2020 @ 3:47pm
Dependency changes
Xios
560 Comments
Halcyon 25 Nov @ 11:26am 
Pretty cool overall, really like how you've tried to flesh out things that are otherwise somewhat neglected in the tech tree. That said, I would suggest maybe removing or making removable the techs for science ship and construction ship build cost/speed/health and the like, as spending 10ish months early game on maybe saving 100 alloys total over the course of the game or like 1 total month of shipyard time is...bad. The only real impact of these techs from my perspective is to make ways to get more research alternatives early on more impactful and to remind the player that purple is not always better.
Wairui 15 Nov @ 5:17pm 
Hi Guilliman, thank you for creating and continually maintaining this mod since 2019. It's a good one! When you have time to fix the mod issues listed below, please let us know by posting an outline of what you did, in the 'Change Notes' tab. Communication like this is important to help instill confidence for us to apply this mod. Thanks!
=[RHIT]=Nippy 28 Oct @ 8:26pm 
Hey what’s an easy way to look at the latest tech list added by this mod? I’m guessing the thread on it is out of date given all the 4.0 changes
Mondschein 14 Oct @ 11:11am 
after playing for a while I get the following log entry in the error.log after an hard crash:
"[19:37:43][variable_values.cpp:236]: Variable @ap_technological_ascendancy_rare_tech is not set for scoped country 'Pallyrian Stellar Authority' at file: common/technology/gt_eng_tech.txt line: 827"

Something seems to be off here...
Ghenzo 4 Oct @ 3:43pm 
After some game time (something in 2300, something in 2400) it's literally impossible to save. it is a know issue?
MK Black 28 Sep @ 9:31am 
Have the aforementioned issues been fixed?
DawnSeeker85 8 Aug @ 3:55pm 
Doesn't necessarily crash the game, but definitely needs to be updated. PLETHORA of error logs from using this. Quite a few outdated modifiers, like starbase_trade_collection_range_add and starbase_trade_protection_range_add, which are features that don't exist any more in the game.
ᴜɴɪɴᴄᴏɢɴɪᴛᴏ 20 Jul @ 5:07am 
Hi I am also getting the "Regenerative Cellular Reconstruction" doesn't have any effect bug.
SqueakyDiversity 26 Jun @ 8:53am 
Hello, is this compatible w/ ZoFE?
Francisco 24 Jun @ 12:26pm 
Can confirm the add +1 research and +1/3 upkeep to researcher tech isnt working as intended

Rest of the mod seems to be WAD. Thanks for the update :steamthumbsup: