Stellaris

Stellaris

Sensible Late Game Techs
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Update: 14 Mar, 2023 @ 12:20pm

Updated to version 3.7!

Update: 14 Mar, 2023 @ 12:18pm

Update: 11 Mar, 2023 @ 9:38am

Added a variety of new civics for machine empires, so that they can start the game with some esoteric singular purpose. Conquer the galaxy to directly monitor the power lines, as you were created to do!

Turns out Linux is case sensitive where it comes to file extensions, so I changed a tech's file extension to lower-case.

Update: 21 Jan, 2023 @ 6:49pm

"Nanite Composites" now unlocks a campaign edict which will give your ships 25% regen to armor and hull and +25% hull. This should help anyone out there using great big chunky ships, like Giga's Systemcraft, so that researching the tech doesn't cause the ship to roll over into self-destruction.

Added a few more civics for Hive Minds. In the long run all these civic additions will be so I can add a single tech that grants one more civic option in the year 2500, and there'll be a bunch of stuff you'd potentially want.

Update: 13 Jan, 2023 @ 5:06pm

Added more civics! Personally I feel like I've been in a rut of always choosing the same two, maybe three civics for almost every empire, and anything outside of those is part of some roleplay thing that doesn't offer much reliable benefit. I don't know that these new civics will be objectively better than the main staples, but some of them could figure into new approaches or playstyles.

Update: 12 Jan, 2023 @ 9:04am

Hardened deflectors now upgrade to Specter Armor, but hardened armor does not. I think the game just doesn't play nicely with multiple types of equipment all trying to funnel upgrades towards one type of component.

Saber Rattlers is not longer compatible with Fanatic Purifiers, because even if their threats are idle, the Fanatic Purifiers aren't trying to get anything by shouting slurs across the border.

Update: 11 Jan, 2023 @ 8:51pm

Kleptocracy is now available for corporate empires.

Update: 11 Jan, 2023 @ 3:06pm

Mixed up the Kleptocracy civic. It was originally used to impose a penalty on nations vassalized by a corporation, and I forgot to change the part that makes it impossible to remove.

Update: 11 Jan, 2023 @ 12:15pm

Added localisations for the metallurgy upkeep modifiers, along with a few new civics. "Saber Rattlers" was inspired by a friend who kept taking the Militarist ethic so that she could play a pacifist empire with a +10% ship fire rate. Now she can do that and also have more clout in galactic politics.

Update: 11 Jan, 2023 @ 9:00am

Specter Armor appears not to be upgrading automatically, so I tried moving file locations all into one package. It didn't seem to work, but I haven't done serious testing with it because it's a quality of life thing and I'm going to find out one way or another the next time I play a new game. It LOOKS right. I may have to fiddle with it.

Added an Overlord holding that provides the overlord with +2% amenities overall while hitting the planet it's on for a penalty. On the upside, the planet also gets jobs as though it had a Commercial Megaplex, meaning a bunch of trade and some extra amenities. I kind of like the give and take relationship with vassals, where both you and they can be offering up a bunch of resource sacrifices but then both come out with a mutual, net gain, so if I do more Overlord holdings that's the vein I plan to work in. Overlord pays in this or that, vassal pays a price for keeping the holding, and then both parties make a net gain. Currently most vanilla holdings emphasize the destructive aspect of those relationships.

Increased the alloy bonus to DDM and Specter habitat retrofits while also increasing the upkeep of those jobs by an equivalent percentage. Should come as a relief to anyone playing Void Dweller since they'd have bought in to a bunch of alloy habitats way early on.