Stellaris

Stellaris

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Technological Ascendancy
   
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1 Apr, 2020 @ 5:14pm
26 Jul, 2022 @ 7:26pm
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Technological Ascendancy

In 1 collection by Cryswar
Mymods
21 items
Description
One of my least favorite parts about endgame is the scarcity of interesting tech decisions - each category usually has 1-2 obvious choices, and it leads to 180 levels of energy weapons damage.

So! This mod aims to remedy that with a mix of infinite or 100-time repeatable techs with a variety of effects, mostly focused on Physics and Society but with some new Engineering options, that let you focused on different aspects of your empire.

Want to go crazy on megastructures? You can increase their build speed or even reduce their cost, but that means you're missing Kinetic weapons damage/reload boosts. Got enough damn admin cap already? You can make your ship or strike craft crews more elite with Society repeatables, or slowly eradicate all crime in your empire... though of course, that means you're missing out on monthly influence, unity, or pop growth research. Physics can boost ship range, tracking, or evasion; strategic resource income; or even add bonus damage to shields, armor, or hull - just not all at once.

Balance feedback is welcome, this isn't intended as a cheat mod so much as an alternative to getting +1000% energy weapon damage - going into many of these techs will mean weaker fleets than vanilla, and some of the stronger ones cost much more research or are capped at 50-100 repetitions, which in many vanilla games will probably be about as many repeatables as you get before victory.

The list of repeatable techs and their values;

Physics
  • Ship Range (3%)
  • Ship Speed (3%)
  • Evasion (+2, capped at 100)
  • Tracking (+2, capped at 100)
  • Motes production (5%)
  • Exotic gas production (5%)
  • Rare crystal production (5%)
  • Shield Regeneration (0.5%)
  • Research Station Output (20%)
  • Armor/Shield/Hull damage (2%)
  • Ship Upkeep (-1%, max 100)
  • Building Upkeep (-1%, max 50)
  • Missile speed (5%) and damage (3%)
  • Strike craft speed (5%) and damage (3%)

Society
  • Resource Cap (10000)
  • Ship Hull (3%)
  • Hull Regeneration (0.5%)
  • Edict Cost Reduction (-1%, max 100)
  • Edict Duration (for gestalts, 10%)
  • Crime (-1% / max 100 for normal empires, -2% / max 50 for gestalt empires)
  • Pop Amenities Usage (-1%, max 100)
  • Terraforming cost+speed (5% speed, -2% cost, max 50)
  • Unity (5%)
  • Influence (0.1)
  • Pop Growth (2%)
  • Naval Capacity (10)
  • Leader EXP gain (10%)
  • Starbase Capacity (1) (2x normal cost)
  • Strike Aces (2.5% Strike Craft Damage/Fire Rate)
  • Elite Crews (2.5% Ship Damage/Fire Rate)
  • Gene mod points (1) (10x cost, capped to 10, only accessible to Biological Ascension)
  • +3% pop job output and +0.4 Telepath Society/Physics research (10x cost, capped to 10, only accessible to Psionic Ascension)

Engineering
  • Building Construction Speed (5%)
  • Megastructure Construction Speed
  • Megastructure Construction Cost (-1%, max 100)
  • Pop Assembly Speed (2%)
  • Mining Station Output (20%)
  • Armor Regeneration (0.5%)
  • Ship Build Cost (-1%, max 100)
  • Starbase/Module Build Speed (10%)
  • Synth/Machine mod points (1) (10x cost, capped to 10, only accessible to Synthetic Ascension and Machine Empires respectively)

I'm also open to ideas for additional techs, for example a repeatable reducing building cost (they're already so cheap lategame tho...) or removing the general 'ship build cost' one and swapping it out for ship class specific techs (ex. -1% corvette cost and +2% corvette build speed).

Compatibility
SHOULD be compatible with pretty much everything; this mod only adds new technologies and does not overwrite anything vanilla. Should work fine even alongside other repeatable tech mods. Just be sure you have the required mod or some of the modifiers will break.
112 Comments
BlackLaser 1 Jun, 2023 @ 2:09pm 
an update would be very nice :)
Figaround 14 Apr, 2023 @ 10:33am 
Here are 3 technologies that I've explored to some extent and now in the Acot and Giga mods, large ships sometimes have health/shield/armor equal to 0. This is a consequence of overflow. I want to disable them:
tech_crys_repeatable_hull_regen
tech_crys_repeatable_armor_regen
tech_crys_repeatable_shield_regen

What happens if I delete the entries for these techs from the mod files, do they disappear; including those already learned and their effect? :gregory:
Figaround 29 Mar, 2023 @ 7:09pm 
Planning to update?
Cryswar  [author] 12 Feb, 2023 @ 9:56pm 
Yes.
Permy134 12 Feb, 2023 @ 7:35pm 
does ai have access to these techs?
nukethecat 6 Feb, 2023 @ 4:57am 
Thanks!! fantastic mod :steamthumbsup:
Cryswar  [author] 23 Jan, 2023 @ 4:59pm 
Based on me playing with it a few days ago, yes. Edict duration/cost reduction are a lot less useful now that most edicts have been moved to upkeep though.
nukethecat 23 Jan, 2023 @ 4:01pm 
Hi just wondering if this mod is still working?
Ritt Bjerregaard 27 Jul, 2022 @ 9:13am 
alright, noice! i´ll try my luck then :D
Cryswar  [author] 26 Jul, 2022 @ 11:49pm 
It should work for the last few updates. As a standalone tech mod, there's very little if anything that actually needs updating, I hadn't updated it in a year and it was still working on 3.4.5.