Stellaris

Stellaris

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Sensible Late Game Techs
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11 Jan, 2022 @ 5:35pm
2 Jul @ 3:00pm
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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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31 May @ 8:20pm
PINNED: Bugs
Flamgino
66
18 Sep, 2024 @ 12:05pm
PINNED: Feedback
Flamgino
9
18 Dec, 2023 @ 3:59pm
PINNED: The Knids
Flamgino
298 Comments
Photon 30 Sep @ 4:33pm 
Hi and thanks for creating this mod :)
I found that lots of strikecrafts and the ew torpedos from this mod do not have any icons, could you please add them, or is that an issue on my side? Thanks again!
Speedyquader 23 Sep @ 4:15pm 
Would it be feasible to add a check for the Auto-Security Logistics Hub building from Machine and Robot Expansion for the combat citadels? MRE has an origin that has its own complete building set, including capital buildings, and I'd love to still have access to the combat citadels.
doctornull 8 Sep @ 6:52am 
Some of your techs use the @ap_technological_ascendancy_rare_tech value which has been deleted from the vanilla game. A text-replace to its expected value (1.5) should fix these techs to appear when the player has the AP.
Flamgino  [author] 7 Aug @ 6:39am 
@Cyph the Terrible
Bioships can equip the late game reactors and equipment - or at least they are coded to be able to - but there isn't anything specifically set out to support them because I haven't picked up that DLC to do any testing with the ships.
Cyph the Terrible 3 Aug @ 11:08pm 
Does this mod have Bioship support? Haven't played since before 4.0 so Im unsure how stuff like the Lunar, Solar and Galaxy Carriers (And other ships like the Shroud Ascension) are usable by Bioship Empires.
Saxon Delapore 20 Jul @ 11:25am 
Hey Flamgino, I just wanted to say that I really love your mod. It is something that oft ends up a staple of my modlists for Stellaris.

One of the most fun playthrus of Stellaris I have had was a cyberpunk dystopia a couple patches back, I started it as a meme but was actually impressed how powerful it was exploiting the lower classes and I found your unique buildings for that origin so flavourful like the academic centers, I hope you end up bringing those back into the newer editions because while small, it really did make it feel unique.
Fedor_Rail 13 Jul @ 11:24am 
Is there a patch for Real Space - Ships in Scaling? Could you make it?
If you don't wanna - that's understandable. But it would be pretty cool.
thatsifiguy 17 Jun @ 11:06am 
4.9 stars (the last 0.1 is missing because its a mod and the inherent complications of it being a mod for stellaris and not part of the base game)
thatsifiguy 17 Jun @ 11:05am 
the tech descriptions (particularly the later ones when your scientists are essentially- as the descriptions themselves put it- "tap-dancing on the knife edge of insanity") are really funny, and the artwork for the techs is good too.
doctornull 8 Jun @ 5:20am 
At one point I believe I criticized the missile artillery role this mod added to Corvettes, but now it's available to vanilla 4.0 Corvettes, so clearly I was in the wrong -- you're prescient in terms of understanding PDX dev intent.