Stellaris

Stellaris

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Dynamic_Speeds
   
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23 Mar, 2020 @ 1:34pm
9 Sep, 2024 @ 6:29pm
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Dynamic_Speeds

Description
Do you wish travel time in Stellaris was more…..DYNAMIC? Well this is the Mod for you!

TLDR: Slower ship speeds at start, way faster by the endgame.

In basegame Stellaris, it can be dreadfully slow to travel between systems. Even late game it can take years to travel from one side of your empire to another. Yet the early game often feels like an all out rush, destroying the importance of exploration. This mod aims to fix such issues by changing the base hyperspace speed, windup times, sublight speeds, and other modifiers for both FTL drives and thruster engines.

Features

Adds 2 New Sublight Engines and modifies the original 5
Proto Matter and Psi Thrusters

Adds 3 New FTL Drives and rebalances the original 5.
Experimental Drive, Advanced Drive, and Advanced Jump Drive.

All empires start with no FTL Drive, yet experimental FTL drives are very likely to appear within your first three Tech shuffles. An event fires for Non-AI players allowing you to bypass this and get FTL tech as soon as the game is unpaused if you so desire.


EXPLORE
In the current meta, early game can feel like too much of a rush. Usually after two decades, your science ships will get blocked in by some xeno-flith pacifist foxes and you won’t care about any anomaly updates. With Dynamic Speeds, you will not start with FTL engines researched, and early game experimental FTL & sublight tech will be slow. And I mean SLOW. Afterall, these new Hyperdrive gismo's are groundbreaking new tech, Right? As a result, you can mass produce science ships to actually explore the stars.

EXPAND
As time progresses, new technology will allow for better FTL drives and sublight engines. By Early-Midgame, expect travel speeds comparable to basegame Stellaris. This period of time should mark the colonization phase of your empire, as one can now effectively defend new colonies in a timely manner with your fleet. However, FTL speeds will still be too slow to effectively carry out quick offensive wars.

EXPLOIT
By mid-late game, you should have access to advanced hyperdrives or early jump drives. Such increases in speed will allow you to administer vast regions of space and respond to problems within a reasonable amount of time. Need to reinforce a border skirmish from across the empire? Well now with Dynamic Speeds, it may take you a few weeks, rather than a few years.

EXTERMINATE
Late game tech opens up a whole new world of possibilities. Increased FTL jump distances and reduced windup times allow you to effectively reach your frontlines in days rather than years. Launch Blitzkrieg Attacks against Foes, Respond quickly to an End Game Crisis, or Defend Allies in what will feel like a true Galactic Community.

Compatability
Should be compatible with any mods that don’t modify the Defines speeds, Thrusters, or FTL Drives.
Compatible with NSC2
Let me know if you encounter any bugs or mods Dynamic Speeds doesn't work with
45 Comments
RudytheDominator  [author] 7 Sep, 2024 @ 8:13pm 
Hi everyone, I don't really have time to mod anymore but I did want to update the mod. In short, all empires should now begin with the experimental hyperdrive, eliminating the problem of empires not upgrading FTL at all.
Kepos 24 Jan, 2024 @ 4:07am 
As I do not have any engine, I am not able to build science ships or colonizers, no matter that I can colonize in my starting system. Having this mod nearly at the end, even after NSC2, of my mod list should prevent any incompatibilities.
Kepos 24 Jan, 2024 @ 4:04am 
Getting the first experimental sublight engine, which in fact seems like the experimental engine from vanilla game with cutted-off delay, but I do not get any of the mentioned later engines in the research tree. Actually I'm on year ~2350. Does it take that long until the other engines pop up?
HUTIN PUILO 11 Aug, 2023 @ 3:00am 
Not working 3.8
HUTIN PUILO 20 May, 2023 @ 3:20am 
Too bad the mod is no longer updated.
babs2424 21 Mar, 2023 @ 2:29pm 
Hey, I've run into a pretty bad bug where none of the AI are ever expanding. They seem to never even research FTL technology (Atleast none of their ships have FTL capability). I played 97 years and none of the AI had built anything, let alone left their starting system.
Quasar Queso 20 Mar, 2023 @ 9:40pm 
This should be on the front page, this mod feels so essential I can't even remember playing without it.
HUTIN PUILO 27 Dec, 2022 @ 2:46am 
Still fine working on 3.6
Latex Santa 2 Dec, 2022 @ 1:37am 
@RudytheDominator One of the reasons why I haven't tried Stellaris yet is the abysmally slow ship engines. If I have to choose a single mod for this game, this would be it. Could we see a 3.6 update sometime in the near future, please?
76561198086947073 24 Oct, 2022 @ 10:46am 
how does this run with 3.5?