Stellaris

Stellaris

Sensible Late Game Techs
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Update: 14 Apr, 2023 @ 10:28am

Added new resolutions if you have both Federations and Nemesis DLC! So, the thing about declaring the Galactic Empire is that it sucks. It cancels all the federations, forces your ethics to authoritarian, and then makes you an Imperial authority. Afterward you get nothing, save maybe a speed bonus for your ships and a reduction to crime rate if you want to pay the malus. There's nothing, NOTHING to offset the cost of losing a built-up federation. So hey, what if the Emperor alone had the ability to pass some resolutions that mimic or recreate the Federation bonuses, and they were given the ability to have more than one set of bonuses active? That would objectively make the Empire stronger than a federation over time, and it'd be something that players would actually want to achieve instead of being a net drawback that you want to avoid. You'll also be able to talk other human players into voting to form the Galactic Imperium, since they could get something out of it.

I have also removed the "Expansion Bay" decision from habitats, because it slipped in there by mistake. That's part of a larger thing I'm working on and it isn't supposed to be unlocked until you meet a set of conditions, but because none of the conditions exist in the main branch for the mod, the game defaulted to making the decision available. It'll come back later once I'm done with all that, though!

Update: 10 Apr, 2023 @ 6:38pm

Added localization for the title of the level up box for the new subject specializations.

Update: 9 Apr, 2023 @ 6:40pm

The Knids should no longer try to shakedown AI if they're in a federation or a vassal, which means the AI can't drag unwilling players into a Knid war without warning. This will likely have the side-effect of making players a more typical target of belligerence, but at least the player will have some say in the matter!

There are now more types of vassals if you have the Overlord DLC. This stems mainly from the fact that I play with friends, and it's pretty hard to negotiate vassalage between human players when Scholarium is the only specialization with an interesting mix of pros and cons. The added specializations are a more open palm, offering relevant maluses and bonuses to the subject but not a lot of tier perks for anyone. These specializations are also more useful to deploy on AI.

AI now also get a stability bonus if they've been vassalized. It comes from a research option only AI can draw, so they won't get it right away, but in the long rung it should go a long way to clamp down on the annual balkanization wars that make vassals so annoying to keep.

Update: 4 Apr, 2023 @ 7:22pm

Seems I forgot to add late game terraforming options for paradises and mega hives! Those are in now, so that the origins with a more constrained start don't also suffer a constrained ending.

Update: 4 Apr, 2023 @ 4:42pm

Shattered Ringworlds are now also exempt from "retrofitting".

Update: 29 Mar, 2023 @ 8:19pm

It's no longer possible to "retrofit" a Specter world to advanced technology powerful beyond anyone's wildest imagination. We just have to settle for standard, wild imaginings.

Update: 25 Mar, 2023 @ 2:16pm

Updated the Brutes origin a little. They now use the newer multipliers for amenities and trade value, which is way more convenient and less insane than typing a new entry for every modifier that comes along. I also noticed they couldn't use Gaia Seeders, so now they can plant a big flower which does the same thing and doesn't require the sort of advanced administration they ignore.

I also added a trait specifically for Hive Minds which can lower amenity use by 60%. The idea here is that if your pops are using so many fewer amenities, it'll be a lot easier to benefit from the jobs which provide amenities and you can reach that +20 stability without, you know, dumping 20% of your work force into making amenities thereby defeating the purpose of the stability bonus.

Update: 22 Mar, 2023 @ 12:03pm

Seems I got the order of operations wrong for the AI weights! Fallen Empires were building tier 10 weapons again, if they had a preference for that type of weapon. It's been corrected again, so they should stop building higher than Tier 6.

Defensive components also got an AI weight update, so AI will build the upper tier shields and armor if they have them.

While I was fixing that, I went ahead and opened up the Mega Carriers perk so that it no longer requires other perks (though it does still require Apophis reactors and mega engineering tech). I also set the Inquisitorial Law civic to be compatible with a few more civics, and to not strictly require Authoritarian ethics.

Update: 20 Mar, 2023 @ 12:53pm

Added a bio ascension trait which increases happiness by 30%. The trick here is that although we have nerve staples, it knocks all the pops under it down to 50%, and they still have an impact on planet stability. It's also completely incompatible with indentured slaves since it prevents them from being specialists. Since we can turn their happiness off, we can probably also turn their happiness up, so now slaves can toil in the mines and be happy about it! At least relatively, anyway, and that increased satisfaction should drive up planet stability instead of bringing it down and causing an overall reduction in productivity.

Also updated AI weights for the various guns, making sure they won't build if they have resource shortages and, at least with the modded weapons, selecting them based on their weapon type preference. They do currently lean heavily on missiles, however, since the weight on those is greater than 1 and increases with the tier of the missiles, but on the other hand if they don't like missiles, they preference non-missile techs which helps offset the issue.

Update: 19 Mar, 2023 @ 1:55pm

Added new missile weapons which emphasize range, and a combat computer for corvettes which take better advantage of missiles. I've been skipping corvettes entirely, and frigates suffer the same fault as corvettes in that their attrition losses are worse than the larger ships (and they lose fighting power faster due to being picked off in small pieces). The idea that your smaller, more vulnerable ships should be loaded out with short-range torpedoes is... suicidal.

Obviously you want longer range weapons on your smaller, faster ships because it's the only way they'll survive . So I made some small and medium missiles, gave them 180 range, and assumed most players would put them on corvettes because they can escape every other ship type. 180 range, I find, is far enough for the corvettes to trade favorably, but not so far away that they can avoid enemy fire forever. Corvettes also still suffer against strike craft, which can chase them down at a long distance.

I think this will help with the general mixed-composition goal I've got here. You want corvettes because they fire missiles at long range and cannot be caught easily EXCEPT by strike craft, which will trash them. Having picket destroyers mixed in will cut down on the threat potential of missile boats, but battleships are very good at killing destroyers with their direct fire weapons. However, cruisers have Wayfarer missiles, which do multiplicative damage against large ships and are extremely dangerous to battleships, but deal not as much damage to corvettes.

SO! You want corvettes, destroyers, cruisers, and battleships in one fleet, all filling unique roles and countering various parts of the enemy fleet composition.