Stellaris

Stellaris

Tech Eras (2.8 Legacy)
37 Comments
Punished Biden 1 Aug, 2021 @ 5:05am 
3.0 when?
Panaxiom  [author] 14 Apr, 2021 @ 9:04am 
Notice: This mod will remain compatible for 2.8 only. I'll make a new 3.0 version once I decide how I want to approach it.
SohCahToa_enthusiast 9 Apr, 2021 @ 11:48am 
is this mod compatible with upper limits tech mod?
Panaxiom  [author] 27 Mar, 2021 @ 7:00pm 
Physics in general doesn't have enough techs so if you wait too long to research the next tier it's always the one to run out of stuff first.
Other XIX 27 Mar, 2021 @ 5:49pm 
Is running out of Physicis research options suppose to happen?
ChaffyExpert 23 Feb, 2021 @ 2:44pm 
Well i don't know about that, it's pretty easy to be better than fallen empires economically with "primitive" by comparison tech. Their only real strength is massive free fleets and a thousand-year headstart on tech.

I was thinking more along the lines of that administrative costs increase, possibly maintenance
with their technology to the point where their empire decays forcing the abandonment of outposts planets etc. until they only have a small area, i don't think anyone would play to this point, but if they did, the idea is that they have to hold their empire together.
Panaxiom  [author] 23 Feb, 2021 @ 10:54am 
For the bigger version of this mod, I had actually considered making zero point power be better than what the fallens have, with their stuff being somewhere between antimatter and ZPP. Basically the idea being that they went down a technological dead end with dark matter and got stuck there.

I'm running into a roadblock currently trying to figure out how to create visual effects for new weapons. Been banging my head against that for quite a while now. Why is it so complicated? :steamsad:
ChaffyExpert 22 Feb, 2021 @ 8:22pm 
For your "future plans" you could add on to the tech tree to the point you get to a Fallen empires strength. maybe even make it a "stagnation era".
Panaxiom  [author] 26 Jan, 2021 @ 10:47pm 
I have no idea how those AI mods might change things from how vanilla AI picks its research. Seems fine in vanilla.
Botroas 26 Jan, 2021 @ 4:06pm 
Hello!
Great idea, thanks for implementing it.
I wonder, if the AI, especially the custom mods like StarNet or Glavius, can handle the new 3 rare prereq tech research for the new generator types.
Panaxiom  [author] 25 Jan, 2021 @ 3:35pm 
This mod has nothing to do with any of that, no.
kinngrimm 25 Jan, 2021 @ 3:43am 
There is one thing Stellaris always bugged me with. That is to give me technologies i did not want for a certain playthrough or a certain species i created. i wish there was a mod where i could at the start exclude certain techs complettly from a playthrough so i would not even get them. Playing as exterminator bot but getting food tech .. why .. not wanting a certain type of weapon ... .

i guess your mod does not adress those issues either?
Komandante 30 Dec, 2020 @ 8:51pm 
@Mayhem AHS "The New Era", this will be mod name. I complete it on 70%
Journeyman Prime 30 Dec, 2020 @ 6:35pm 
@Komandante Sounds great man, how can I find your mod once its finished?
Panaxiom  [author] 30 Dec, 2020 @ 4:30pm 
@Komandante that sounds cool, but I'm still learning by working on small projects in my spare time. A total conversion mod is a bit out of my league right now.
Komandante 30 Dec, 2020 @ 11:13am 
Hello my friend! I and my team are developing a mod that will completely convert Stellaris into a new era! Budget, new traits, civics and ways to move! Total converse. We have an idea to make 5 technological eras and a huge list of new technologies and weapons. There will also be 3 technological branches: Technical, Biological, and Precognitive. Each civilization will have its own, separate path of development! I would like to invite you to design our mod. I think given your ideas, we could completely rewrite the Stellaris technology.
Catgirls are Canon 29 Dec, 2020 @ 12:29pm 
Why would a supplemental mod for this that includes ACOT be necesary? ACOT already has a system in place for researching Delta/Alpha/Stellerite/Light tech similar to what this mod does for vanilla techs
Journeyman Prime 28 Dec, 2020 @ 8:19pm 
Hey man, any chance of you maybe doing a crime and crime syndicate overhaul? Might be a good way to cut your programming teeth, and there is a sad lack of actually good crime mods out there IMO
Dragon of Desire 26 Dec, 2020 @ 5:20am 
It does, I was meaning a supplemental mod that also includes ACOT.
Panaxiom  [author] 25 Dec, 2020 @ 8:00pm 
Does it not work with ACOT already? This only touches vanilla stuff and ACOT is all after zero point.
Dragon of Desire 25 Dec, 2020 @ 7:18pm 
Do you plan on having a supplemental or addon mod that will make this mod work well with ACOT?
Captain Roman S'Jet 25 Dec, 2020 @ 4:28pm 
Soo you're a furry, correct?
If that's the case, no subscribe, RIP.
Livnthedream 25 Dec, 2020 @ 4:08pm 
@The_Draco While modifying does play into it some, Engineering especially just has way more techs to research. And in the grand scheme of things, both Engineering and Society provide larger bonuses to gameplay. Engineering giving you BBs, and Society giving you the economy to build them. The tech tree in general needs to be 'rebalanced'. Being able to use marauders and FE to boost research is also a bit of a problem.
Panaxiom  [author] 25 Dec, 2020 @ 6:42am 
Yeah, the physics shortage really shows itself with this mod. I'm rolling some ideas around for how else to implement the eras. Situation log events are one option I'm looking into. Can't see a way to make this work without overwriting tech prereqs though, at least not without creating a bunch of new stuff.
The_Draco 25 Dec, 2020 @ 4:20am 
but at least i can say the mod sounds very interesting overall
The_Draco 25 Dec, 2020 @ 4:20am 
well, @Livnthedream, thats because society and engineering research is also used in species-modification, transcript communications and other stuff where physics is just used in some unimportant events... so maybe it would be better to add new, physics based events in the situation-log, to manualy start these eras if the power-tech is researched, to on one side, slow down the overall physics researchspeed similar to society and engineering, and also adding some random (and playstyle-/empire-based) breakthroughs in techs, based on the power-tech of that era, that way you don't have to change or override tech-files and the player is able to choose if he want to start an era for some breakthroughs or straight research further and save his/her physics-speed
but i think thats also not quiet easy to mod xD
Livnthedream 24 Dec, 2020 @ 6:30pm 
This sounds good from an RP perspective, but I can't see how this would 'play' well. There tech categories are already unbalanced enough that you 'finish' physics well before society and engineering anyway.
Maritisa 24 Dec, 2020 @ 12:39pm 
I approve of this idea and I kinda hope PDX feel the same way regarding Stellaris; we don't really have the same benchmarks of ages like in other grand strategy games here. That's sometimes a good thing, sometimes not. Not every empire would actually proceed the same way as every other, so I also like the idea of not being REQUIRED to research certain things, but I mean, you always will eventually so that freedom is almost moot? lol
Elias_Baker 23 Dec, 2020 @ 2:17pm 
Thanks @akeean and @Panaxiom.
Panaxiom  [author] 23 Dec, 2020 @ 7:48am 
Ideally this would be an entirely new system in the game, something similar to other 4x games that track era progression. Unfortunately a mod of that scale is beyond my current skillset. I don't even know where to begin modding the UI. For now I'm just working with what I can make sense of.
Panaxiom  [author] 23 Dec, 2020 @ 7:34am 
It's not super rare, and as you clear through techs in the current tier the chance of getting the rare tech for the next one increases. Because most rare techs are broken down into tiers, there are only so many that can pop up at any given moment. I've actually felt that the antimatter and zero point rares pop up a little too quickly.
AngleWyrm 23 Dec, 2020 @ 7:24am 
I don't like the idea of leaving research tree development in the hands of rare loot drops.
akeean 23 Dec, 2020 @ 1:52am 
@Elias_Baker Enigmatic Engineering is not a super common AP pick of AI empires, so you could get at least the ship reactors from debris.
Elias_Baker 22 Dec, 2020 @ 6:20pm 
First of all, I love this. This sounds like the mod I didn't know I needed. However, I am concerned about game balance. With key technologies for progression being 'rare,' my initial thought is that any random star nation (mine) will find themselves simply not finding the key technologies until they are an era or so behind. I'm too lazy to investigate this myself at the moment. What are your thoughts on this?
Godcat 22 Dec, 2020 @ 5:39pm 
That reminds me ACOT Dark Design, I like that.
Panaxiom  [author] 22 Dec, 2020 @ 4:35pm 
Example: No blue lasers until you have the fusion generator. No fusion generator until you finish the three rare prerequisite techs. If you've played ACOT, it's very similar to the new tech tiers added there.
TMA-1701 22 Dec, 2020 @ 3:59pm 
Srry but I do not quite get how this is much different from the base game except for splitting the energy techs into 3