Stellaris

Stellaris

Sensible Late Game Techs
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Update: 8 Jan @ 4:58pm

The "leviathan Revenant" was both named incorrectly and had a missing tech perquisite. At some later date I'll make a unique graphic for the "oversized" weapon variants so it's clearer which is which.

Update: 8 Jan @ 3:10pm

Updated Logistics Shipyard Controllers to no longer grant +1 shipyard. It turns out that wound up getting applied to ALL megastructures, including things like gateways, which logically had no rhyme or rhythm outside of, "no, we traditionally build ships from ANYWHERE." Instead, it'll grant some "friendly territory" bonuses and slightly increase ship building speed.

Added Fairly Ring torpedoes, which are fundamentally energy torpedoes that bypass shields and armor unless Hardening is applied. Also added a tech that increases the base hull and the standard ships. I'm aware a lot of players are probably falling back to using Cosmogenesis because those ships are so much better, so there are some generalized bonuses with the tech as well. But hey - by this point, you should have already jumped through that black hole, right?

Update: 7 Jan @ 5:06pm

Updated the dark matter and nanite techs to have more than one category, so as to benefit from research categories better.

Altered Planetary Lasers to be an upgrade to focus emitter style techs, and created a set of missile weapons for that tier as well.

Added an auxiliary item to boost performance to ships in specific roles.

Update: 3 Jan @ 12:30pm

Updated to 3.14.

Added a new tradition tree called "Logistics", which can be used to decrease empire size a little bit while grabbing bonuses that are probably more useful than what Domination offers.

Added some galcom voting propositions that are tailored more to a nation's specific ethics, so that not every nation wants almost exactly the same set of resolutions on every playthrough.

Update: 20 Sep, 2024 @ 1:04pm

I'm not seeing any conflicts or errors with 3.13, so this is just a version number update!

Update: 18 Jul, 2024 @ 8:28pm

Some of the Apophis frames for the Cosmogenesis perk were showing up without the tech. That's supposed to be tier 10 stuff, so it's corrected now!

Update: 14 Jul, 2024 @ 1:08pm

Added more computer support for Nanite Swarmers, and gave them some "dark hull" upgrades.

Update: 13 Jul, 2024 @ 10:26am

Did some updates to accommodate the individualist machine options and added support for some of the new ship types. Also corrected a spattering of small mistakes and typos.

Update: 30 Jun, 2024 @ 9:51am

Seems I overwrote the starbase module file with one that lacked the rapid assembly shipyard when I added the anchorage complex. The shipyards are added back in now.

Update: 30 Jun, 2024 @ 9:17am

After a friend convinced an AI to pay him to be a vassal using one of the subject types from this mod, I realized I need to adjust the Overlord's tolerance of nonsense with those kinds of subject types, since the AI got nothing for it and the player got a resource buff over time. Their acceptance levels of the more neutral vassalages are now lower.

I also reduced the bonus fleet cap on advanced anchorages by 2, as I got mixed up and mistakenly believed the building that gives them a bonus doubled the fleet cap from anchorages. It DOES with the vanilla, just not explicitly. It adds +2 cap to an anchorage, which is normally providing +2 fleet cap without the building.