Technological Ascendancy

⭐ — (0 endorsements) 📥 3,107 downloads 📅 4/2/2020
🟡 Updated this year

By 76561198027917463 · Technologies

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 4/19/2026 📅 Created: 4/2/2020

🔍 Analysis

  • 👍 0.0% endorsement rate
  • 🏆 #16 of 22 Technologies mods in this game by downloads

📋 About This Mod

One of my least favorite parts about endgame is the scarcity of interesting tech decisions - each category usually has 1-2 obvious choices, and it leads to 180 levels of energy weapons damage. So! This mod aims to remedy that with a mix of infinite or 100-time repeatable techs with a variety of effects, mostly focused on Physics and Society but with some new Engineering options, that let you focused on different aspects of your empire. Want to go crazy on megastructures? You can increase their build speed or even reduce their cost, but that means you're missing Kinetic weapons damage/reload boosts. Got enough damn admin cap already? You can make your ship or strike craft crews more elite with Society repeatables, or slowly eradicate all crime in your empire... though of course, that means you're missing out on monthly influence, unity, or pop growth research. Physics can boost ship range, tracking, or evasion; strategic resource income; or even add bonus damage to shields, armor, or hull - just not all at once. Balance feedback is welcome, this isn't intended as a cheat mod so much as an alternative to getting +1000% energy weapon damage - going into many of these techs will mean weaker fleets than vanilla, and some of the stronger ones cost much more research or are capped at 50-100 repetitions, which in many vanilla games will probably be about as many repeatables as you get before victory. The list of repeatable techs and their values; Physics Ship Range (2%) Ship Speed (3%) Evasion (+2, capped at 50) Tracking (+2, capped at 50) Strategic resource production (motes, gas, crystals) (5%) Rare resources production (zro, nanites, etc) (5%) Shield Regeneration (0. 5%) Research Station Output (20%) Armor/Shield/Hull damage (2%) Ship Upkeep (-1%, max 50) Building Upkeep (-1%, max 50) Missile speed (5%) and damage (3%) Strike craft speed (5%) and damage (3%) Society Resource Cap (10000) Ship Hull (3%) Hull Regeneration (0. 5%) Edict Fund (+10) Agenda Cooldown/Duration (NOT

📊 Mod Details

Game
Stellaris Mods
Author
76561198027917463
Version
N/A
Downloads
3,107
Endorsements
0
Category
Technologies
Created
4/2/2020
Updated
4/19/2026

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