Stellaris

Stellaris

115 ratings
Expensive Expansion
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
536.546 KB
6 Aug @ 8:26pm
17 Aug @ 6:45am
5 Change Notes ( view )

Subscribe to download
Expensive Expansion

Description
Empires expand into new systems much more slowly. Spacefarers inhabit stellar islands in a void sea.

  • Influence cost of Outposts increases exponentially based on the number of systems you control, but won't go above 600 (15 systems). Ethics, Civics, and Traditions that lower starbase influence cost also lower this maximum cost.
  • No distance penalty for the influence cost of Outposts.
  • Influence cost of Claims reduced to 60. Claims still have a small distance penalty (5 per jump), but won't go above 240.
  • Modifiers to Influence cost of Outposts and Claims are more impactful.
  • MegaCorp Branch Offices have a greatly reduced distance penalty.
  • Priorities for AI expansion encourage hopping to somewhat more distant, valuable systems--especially if there's a habitable world.

Known issues:
  • Apparently you *may* have to put this at the top of your load order for it to work (even if all other mods are disabled). Don't know why, currently.

I've moved the hyperlane discovery feature to its own mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3550737598

Likewise for some tweaks to starbases, to make up for the smaller empires this mod encourages:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3550739241
59 Comments
Bor The Matriarch 8 Oct @ 8:38am 
Influence Claims are costing = 0
Just me or anyone else?
Bor The Matriarch 8 Oct @ 8:14am 
Mate, this mod is fantastic. Playing as humans, 1 alien civ next to me, feels like empty space of exploring and slow expansion. Very realistic. Very immersive. xx
Ssujan 5 Oct @ 10:06am 
really good mod, i love dig archaeology site outside my empire. i hope if i can build hyper relay or Gateway outside my territory
Thaxll'ssillyia 3 Oct @ 4:06pm 
Well, it definitely doesn't work in 4.1. Currently, this mod completely disabled influence cost for outposts.
demaniakk 24 Sep @ 2:26am 
Will it work on 3.14?
Daepapa 20 Sep @ 1:19am 
@Eisenfresser what?
Eisenfresser 17 Sep @ 11:45am 
@kinngrimm Don't worry, Friend. Misunderstanding is not stupidity; it is simply the veil that shields us from seeing our own errors. It is the echo of our own limited perspective, but not the absence of wisdom. We are all, in truth, walking through a vast, complex melody, with each step forming part of a larger symphony.

Remember, even the most skilled musician occasionally falters, but in those moments, the choir of life doesn't judge. Instead, it pauses and listens—waiting for the next note, the next chance to harmonize. Our mistakes, too, are part of the music. They don't define us, but teach us how to find our place in the grand, endless song.
kinngrimm 2 Sep @ 7:19pm 
now i feel stupid :( i just recognized that you are also the author of the "Incremental Hyperlanes"
kinngrimm 2 Sep @ 5:09pm 
One heart wrenching question though that every developer dreads as we all are convinced at some point that our baby already is perfect =)
Would you care to make that one mechanic change into a stand alone version? Please. Explicit is better than implicit, and not being able to fine tune the experience is the bane of my existence.

Just as a thought, another way could be to make all points optional
and/or a more flexible approach where you give an UI interface that is flexible in its scaling within a spectrum/range. Upper and lower limits for values like min max cost or min max distance when cost effects would set in and a slider that allows the user to fine tune.

In any case, i love the unique playstyle changes that you offer and will definitively give it a go.
kinngrimm 2 Sep @ 4:51pm 
ha and suddenly the "Incremental Hyperlanes" & "Hypertraversal Manipulation 2" mods in my "Dark Space"-Nomad origin playthrough all come together for a synphony with yours of yet another new game play experience in this best of all and sometimes worst of all games hrhr