Super Stellaris

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I wanted to turn useless things into useful ones. Certain elements in the game are never chosen because they are poorly designed, they give small bonuses. I want to change it so that every element is useful. I applied the following changes 1) Ascension Percs (useless percs now could be more useable) - Enigmatic Engineering -> add: Ship Fire Rate: +15% - Nihilistic Acquisition -> add: Ship Fire Rate: +10% - Eternal Vigilance -> is ready to chose at the start (no requirement) - One Vision -> add: −10% Empire Sprawl from Pops, +5 global Stability - Telepath now produce 15 unity (insteed 3) 2) Traditions (I enhanced some of effects some tradition, that was in my opinion wekaer then other one. I wish to focusing on tradition at the start of the game should gives more advantages.) a) Discovery - databank_uplinks -> its now +20% Research Station Output (replace +10%), - polytechnic_education -> its now +50% Leader Experience Gain, +1 Leader Level Cap b) Diplomacy - the_federation -> now gives + 2 envoyes (insteed 1), - secure_shipping -> add + 10 trade value, c) Harmony - mind_and_body -> add +50% Leader Experience Gain - kinship -> add pop growth speed = + 10 % - Finisher effect -> −30% Empire Sprawl from Pops (insteed -10 %), - the_greater_good -> add +30% ruler_produces d) Prosperity - Finisher effect -> add station_gatherers_produces +10% - pursuit_of_profit -> its now + 10 % efficency to specialists e) Domination - I need upgrade this badly, but I dont enough exp in domination play style game, so need to first think about it 3)Civics (There is so many useless civics !!! They need be changed. Also I think civics has to be more effect in the game - they have to be more unic and more effective) - agrarian_idyll -> add + 30% food consumption, + 20 % pop grown speed, - aristocratic elite -> change what aristocrats do, they gives + 20 to admin cap for free !!! - corporate domination - imperial cult - now gives + 2 edict limit (insteed of 1), - exalted_priesthood - prists give now + 5 society research (insteed of 2), high prist gives 10 society reserach then 2, - philosopher_king - add +50% ruler_produces - meritocracy - + 15% specialist boost (then was + 10 %), - citizen_service + 25% to nav cap (insteed of + 15), - feudal_realm - have to do sth with this, but no resolve yet, - police_state - + 10 to stability (insteed of 5), - idealistic_foundation -> add + 5% specialist boost production - environmentalist - -25% upkeep pop cost, then -10 %, - warrior_culture - + 30 % to army dmg (insteed of + 20%), and dualist jobs now produce + 5 amenities insteed 3, and gives + 10 armies in a planet !!! (they are bunkiers) - cutthroat_politics - has to be changed, but I have no idea, - shadow_council - + 20% to rulers job efficiency (insteed 10), add edict cap + 1, - parliamentary_system - has to be changed, but I have no idea, - functional_architecture - add one frre slot of bulding, - merchant_guilds - > merchants gives now + 12 to trade, (insteed of 8), - natural_neural_network -> add + 5% research speed, 4)Authorities - robotic empire (erase 50 % pop grown - > it was so stiupid), add - 20% research speed (machines are not creative as biological life form), +20% maining station output (was + 10), 5)Technology (I changed repetable tech -> why we can upgrade mainig station efficicency???) - improve mineral_output -> add + 2,5 % to maining output), - improve energy_output -> add + 2,5 % to maining output), 6)Starbase buildings (Why some of them are so uneffective !!!) - hydroponics_bay -> gives + 5 food insteed od 3, - nebula_refinery -> gives + 30 minerals insteed 6 - offworld_trading_company + 3 trade valuse (then 2), - black_hole_observatory + 40 physical research (insteed stiupid 10), - curator_think_tank + 15 in each reserach catteghory (insteed 5), - art_college + 30 unity (was 5),

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Stellaris

Stellaris

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