Stellaris

Stellaris

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Lightspeed - Delayed Expansion
   
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3 Oct, 2019 @ 8:51am
22 Mar, 2020 @ 6:58pm
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Lightspeed - Delayed Expansion

Description
Lightspeed is a game pacing mod, designed to slow down the early game rush in a reasonable yet fun way. Things in space are very far apart, and that distance, even with faster than light technologies, creates a significant barrier for expansion. I've been searching a long time for a mod that extends the early game and slows down expansion without making the game boring, and I think I finally have an answer to that.

I've tinkered around with changing FTL speeds, but the game doesn't operate well with it. AIs don't upgrade components very often, some groups spawn with low level drives, etc. It just seems to create unnecessary chaos, and it leaves the player with a persistent advantage. But I really enjoyed playing with the delayed expansion components that I added to lengthen the early game, so I've decided to upload them as a separate mod.
You can get the full mod at: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1877485716

Features:
1) Early game expansion is extremely expensive, both for the player and the AI. The earliest outposts will cost 900 influence, with early techs that allow you to reduce that cost to 250 and later 100. Locking expansion behind some early research targets (which the AI will prioritize) helps keep the galaxy free for exploration, and moves the border explosion to the end of the early game. There is no longer an additional cost for placing outposts further away, so everyone should be more inclined to grab the best systems.

2) The automated exploration feature has been added as a start tech for quality of life.

3) Gateway Activation now activates ALL normal gateways in the galaxy, establishing a galactic network. Additionally, Gateway Activation is now a tier 2 technology that is very likely to fire for anyone with a gateway under their control. This helps to counteract the slower movement speeds, and will bring most of the galaxy into contact before the mid-game.

Compatibility:
Overwrites -
- megastructures\05_gateways.txt
- technology\00_megastructures.txt
11 Comments
trakitu 8 Jul, 2021 @ 12:36pm 
awesome! I've been looking for something like this
Petko_ 18 Apr, 2021 @ 1:55am 
No no, its working perfectly.
sajaxom  [author] 17 Apr, 2021 @ 9:09pm 
Not that I know of. Is something not working for you?
Petko_ 16 Apr, 2021 @ 3:56am 
Is update needed?
sajaxom  [author] 9 Jan, 2021 @ 5:14pm 
This mod does not interact with leaders at all.
agudoman 9 Jan, 2021 @ 7:31am 
Also, does this mod do anything to the Leader Recruit pool? I was trying to recruit more leaders, because they died suddenly, but it only showed me the top bar of the recruiting page. I like the slow expansion the mod brings, but I am wondering if there is a research topic that allows me to recruit, and that's it is an intentional part of the mod?
agudoman 2 Jan, 2021 @ 10:41am 
Incur a hefty cost to maintain outposts in the early game, all depending on how far away they are from your home system. That should stop the AI spamming outposts. You can even make it so that only the AI gets it.
sajaxom  [author] 14 Dec, 2020 @ 8:04am 
Any thoughts on how you'd like to see that resolved? It feels relatively normal to me, but I'm up for suggestions if you'd like to see that changed. That definitely seems like something a player would do. :)
Maritisa 12 Nov, 2020 @ 9:50am 
I love this mod but my biggest gripe about it is how it results in bordergore or the AI just dropping in and imposing on you by planting an outpost right beside your borders so they can make claims on your territory for reasonable influence costs for them.
rory 16 Jan, 2020 @ 6:00am 
saw your comment on the old STL mod, looks good!