Additional Vanilla Components Revived
Welcome to the revival of the ever popular Additional Vanilla Components! Originally created by the great Sam_, it has been kept alive by the community since Sam_’s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.
This mod adds 57 new components to extend the vanilla component tree, with the aim of doubling the number of components and technologies in a way that is vanilla friendly. Simply the same components in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of shields, reactors and armor.
AboutMost component sets have been doubled, except Jump Drives which have 5 tiers. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.
If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of reactors or shields and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.
With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.
- Adds 157 new components. (outdated, bioships added A LOT of components. Need coffee and time to count.)
- Adds 141 new technologies.
- This mod follows vanilla scaling. Mostly a 1.3x increase per tier, with a few "pretty" changes here and there.
- FTL drives are now three different paths: Hyperdrives for focused lane travel and increased disengagement chance, Jumpdrives for the utility jump, and Psi for a bit of both with some extra disengagement attempts. NPCs, Science, and Construction ships will follow Hyperdrive line.
This mod changes vanilla icons.
This mod overwrites some vanilla files.
This mod is NOT achievement compatible.
Notes
- Mods that add additional ship sizes/types require a patch. Conflicts are: new Reactor, Thruster, and Computer "potential" check corrections.
- Mods that add technology tiers have to either: add Tier 6 society techs, or will likely need a patch. May break Precog and Psi 3 research options. Conflict is "previously_unlocked = 3" for Tier 7 technology. …commontechnologytier(whatever the modder named the tier file).txt
- There is 11 overwrite warnings in the error.log file. They are to make mutations upgrade into AVC’s new items.
- NSC3 Patch by crippencollin (Work in Progress)
- NSC3 Patch by Rio_Mizuhoshi (Outdated)
- AVCR Add-on – Vanilla Drive Upgrade Paths
We’ll see what other patches I, or one of you fine people, get around to making!
- Ship Auto Upgrading does not work correctly with some components. Dark Matter, Dragon Scale, Jump and Psi Jump drives are their own lines. You will need to change to them manually if you wish to use them.
- Mods adding additional ship types cannot use many of these items. It REQUIRES adding their potential checks to those components, and in some cases, the creation of additional ones. A Patch is absolutely required.
- New components are missing Russian localisation in included translation file.
- Русский перевод – Russian Localization by Holo (Included, Outdated)
I believe that is who provided the translation. The files were already included, all I did was correct syntax, add the missing code, and "Торпедо". Hopefully, it’s a proper translation for you!
- 日本語訳 – Japanese Localization by Rio_Mizuhoshi (Outdated)
- Ручной перевод на русский – Russian Translation by Микрочлен (Outdated)
- spolszczenie – Polish Translation by black mamba (Outdated)
- 鸽子集团中文翻译 – Chinese Translation by The Pigeon Group (Outdated)
Additional Vanilla Weapons Revived!
Revisions:
Old revisions of this mod are available below. Click the link to download.