TechMatters

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Author: 8byte Tassadar

Last revision: 26 Nov, 2017 at 01:57 UTC (1)

File size: 0 B

On Steam Workshop

Description:
The goal of this mod:

To create a greater divide between tech gaps and tech usefulness in each tier
To create more tech tiers and associated techs
To balance various gameplay elements
To provide more customization for civilizations on creation and advancement
Allow civilizations to build tall as a legitimate option

Recent Changes:

Posted: Oct 20, 2017 @ 11:34pm CST
Updated: Oct 17 2018 @ 5:37pm CST
This mod is being brought up to speed to Stellaris version 2.1.4 atm. The "goals" of the mod remain the same.

What is done v0.01:

Bombardment revamp:
—–Harsher bombardment; More frequent tile blockers, negative planet modifier chance.
General Balance:
—–All ship modules first stage balance complete; shield-armor-power-hull first stage balance complete
—–Massive buff to defensive station and megastructure output
Technology:
—–Stretched existing techs into Tech0 to Tech10; balanced techs and buildings accordingly; added new buildings and tech to each tech tier (limted for now)
Anti-Doomstack measures:
—–Hyperlane only; hyperlane takes on warp speed for travel, reduced planet fortification (for hit and run tactics)
—–Reduced naval capacity and things that increase it; increased naval upkeep cost

Compatibility –

will be working on getting this list down

Vanilla files modified:
—–TechMatterscommon :
anomalies; ascension_perks, buildings, component_templates, edicts
megastructures, scripted _effects, solar_system_initializers, species_archetypes, technology, tile_blockers, traditions,
traits
—–TechMatters :
eventsoribtal_bombardment.txt

Unique non-vanilla:
—–TechMatterscommon :
defines; on_actions, planet_classes, static_modifiers, terraform
—–TechMatters :
events
gfxinterfaceicons

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Revisions:

Old revisions of this mod are available below. Click the link to download.