Stellaris

Stellaris

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Sensible Late Game Techs
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11 Jan, 2022 @ 5:35pm
18 Jul @ 8:28pm
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Sensible Late Game Techs

In 1 collection by Flamgino
Stellaris Multiplayer
7 items
Description
It's not entirely hubris. A friend asked me, "What do you even want from an end game mod?"

I replied, "I don't know. Like, sensible late game techs or something," and just like that, the mod was named. Whether it lives to the title shall remain to be seen.

As it implies, this mod adds a variety of new features, and several new tech tiers! They are as follows:

New Origins

Begin your galactic life as hardy, radioactive spore people, reproducing via pop assembly. Or, start as violence-obsessed brutes who torment their scientists while elevating their armies and navies. This mod has origins for hiveminds, robots, and all the rest.

(Certain origins may require specific DLCs)

New Ascensions and Ascension-Related Techs
Whether a new ascension perk entirely or an addition to already existing ascension perks, this mod adds new technologies and unique advantages to help flavor your empire! Declare inhabited worlds as holy sites, prioritize healthcare, encourage street performers to terrorize your capital, or use psionic powers to summon perfectly good ideas!

Meaningful Megacorps
Megacorps get an entire new suite of branch office buildings which increase the materials their empire produces by a percentile amount!

And is that Criminal Heritage bothering you? Declare a "War on Crime" and put a stop to it for good! No longer do you have to settle for merely "expropriating" their holding every time you violently seize their planets and obliterate their fleets.

Competent Espionage
The Subterfuge tradition now unlocks a few extra espionage operations which will help make a difference in warfare. You can temporarily reduce enemy fleet effectiveness, wear down their morale, and more.

New Tech Tiers
Now you can tech past Tier 10! Explore the potential of dark matter and dive into the possibilities of nanites.

New Components
New shields! New armor! Bigger guns! More effective missiles! Advanced Computers! This mod has it all, and it's designed with a focus on giving as many ships as possible an important role within your navy.

Mega Warships
Carriers the size of a planet, or some thing you tore through a needle hole between this galaxy and another! With the right ascension perks, no crisis is too big for your navy.

Imperial Excellence
Become the Galactic Emperor, and this mod will allow you to pass new resolutions that replace the benefits that would have been offered by the federations you were forced to abolish (if you had that DLC). Justify your power grab by making the whole Empire more powerful beneath your rule.

Vassals with Perks
New vassal types offer the chance to be somewhat more benign towards your subjects without hamstringing them or yourself. You can even talk your human friends into becoming vassals when they know there's a big productivity bonus on the other side of loyal subservience.

New Civics
New civics for every type of empire! At least one for every ethic.

And Stuff I Forgot!
I'm just adding more to this mod as time goes on. There's more features to come!

If you like the mod, please remember to favorite and give it a positive rating! If you don’t like it, please feel free to leave a comment why – I hate my own work, I might agree with you. Please tell me if you find any bugs or have any issues! I’ll do my best to sort it out.
Popular Discussions View All (5)
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28 Jun @ 7:36pm
PINNED: Bugs
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5 Jul @ 10:10am
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Flamgino
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18 Dec, 2023 @ 3:59pm
PINNED: The Knids
Flamgino
260 Comments
Blue Emerald 14 Jul @ 10:42pm 
@Flamgino
Thanks for the reply! Great mod!
:steamthumbsup::steamhappy:
Flamgino  [author] 14 Jul @ 2:28pm 
@Blue Emerald
They can! Though as usual, the AI will be pretty clumsy about it and will build the structures in a very haphazard way. To help with this, they get some bonus modifiers when they hit certain tech landmarks, so that their economic power increases at those points and they keep up a little better, even though they aren't using the infrastructure correctly.

They do generally use the correct ship components with consistency, at least.
Blue Emerald 14 Jul @ 1:33pm 
Can AI empires use everything from this mod?
Exasperation 4 Jul @ 11:01pm 
If they're militarist, there are 6 available to them (2 for each research type).
doctornull 4 Jul @ 8:47pm 
That's technically correct.

But for a regular empire, there are three (one for each type), and those are the three I'm talking about getting a special prize for using.

Last I checked, other empire types can't fill all 3 civic slots with specialist researcher buffs, so they would not qualify for the three-civics bonus cookies unless that changed.
Exasperation 4 Jul @ 8:13pm 
There are more than 3 of those civics, though. Which ones you can use depend on your ethics/authority.
doctornull 1 Jul @ 6:54pm 
If I have all three of the specialist researcher civics, something extra-special should happen.

Perhaps some kind of unique building (which only functions while I have all three civics of course), or some special Edicts, or all Researchers including the new specialists get +1 Unity production, or ... I dunno, some kind of easter egg for playing along.
Sergeant Arch Dornan 26 Jun @ 11:43am 
how do the carriers the size of a planet work
doctornull 26 Jun @ 11:29am 
Cool, thanks.

I remember liking Opulent when I took it, but hating it when I accidentally researched the techs without taking it.
Flamgino  [author] 26 Jun @ 11:27am 
@doctornull
They're still zero maintenance in Federation fleets, per usual, and it still functions the same as it did (though now with strike craft added). It's just that taking the ascension perk unlocks only a single "Opulent" tech, rather than dozens of techs. The way it worked before, the game would usually freeze up for just a little bit because it would unlock all those military techs at once, and then would check if your fleets were optimized after each tech unlock.