Pre-FTL Players - All FTL - Abandoned

⭐ — (0 endorsements) 📥 2,298 downloads 📅 8/10/2016
⚪ Last updated 2017

By 76561198051879659 · Balance, Gameplay, Overhaul, Technologies, Pode, 00_utilities_drives, space_monster_designs, space_whale_designs, 00_phys_tech

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 10/30/2017 📅 Created: 8/10/2016

🔍 Analysis

  • 👍 0.0% endorsement rate

📋 About This Mod

Pre-FTL players has been updated for 2.0. This mod will be archived. Maybe I'll resuscitate it for 1.9 as a side effect of making a Primitive Players 1.9 variant. 1.8 compatible! Start Stellaris in the early days of space travel, when FTL is merely theoretical & a practical drive system has yet to be concieved. All empires except fallen start with no FTL, only 1 of 3 theories. Practical drives must be researched & retrofitted before ships can leave their starting systems. Theory and first drive techs are rare. Exploiting your home system is much more important than in vanilla. In the meantime, conventional and now ion based thrusters allow ships to set out on multi-year voyages (similar to warp drive but only ~10% as fast) prior to discovery of FTL. Advanced start AIs already did so many years ago & their colonies are well established. Features No FTL at start, you must research physics labs to get your first practical drive. All FTL types are available for research. Researching multiple theories will help you get a drive faster, but your first may not be your starting choice. 2 STL drives, starting chemical thrusters for 0.5c for science and colony ships, and later fusion powered ion thrusters that move all ships at just under c. Colony ship maintenance reduced to 1 energy per month. FTL Mapmode: Based on Birdy's work, shows the highest FTL technology researched in each empire. Psi > Jump > Wormhole 3 > Hyper 3 > Warp 3> Wormhole 2 > ... all the way down to none. They may have lesser drives also. STL drive Most travel time is spent in windup/winddown rather than moving, due to a Stellaris bug where ships will not leave the galaxy view on arrival at their destination if they're moving too slowly. Set STL ships off of evasive fleet stance, or they'll abandon a year's worth of windup to switch destinations when a hostile arrives. STL ships show as idle the entire duration of the warp winddown. Send them into an orbit so you know to come back when they're ACTUALLY idle

Pre-FTL players has been updated for 2. 0. This mod will be archived. Maybe I'll resuscitate it for 1. 9 as a side effect of making a Primitive Players 1. 9 variant. 1. 8 compatible! Start Stellaris in the early days of space travel, when FTL is merely theoretical & a practical drive system has yet to be concieved. All empires except fallen start with no FTL, only 1 of 3 theories. Practical drives must be researched & retrofitted before ships can leave their starting systems. Theory and first drive techs are rare. Exploiting your home system is much more important than in vanilla. In the meantime, conventional and now ion based thrusters allow ships to set out on multi-year voyages (similar to warp drive but only ~10% as fast) prior to discovery of FTL. Advanced start AIs already did so many years ago & their colonies are well established. Features No FTL at start, you must research physics labs to get your first practical drive. All FTL types are available for research. Researching multiple theories will help you get a drive faster, but your first may not be your starting choice. 2 STL drives, starting chemical thrusters for 0. 5c for science and colony ships, and later fusion powered ion thrusters that move all ships at just under c. Colony ship maintenance reduced to 1 energy per month. FTL Mapmode: Based on Birdy's work, shows the highest FTL technology researched in each empire. Psi > Jump > Wormhole 3 > Hyper 3 > Warp 3> Wormhole 2 > ... all the way down to none. They may have lesser drives also. STL drive Most travel time is spent in windup/winddown rather than moving, due to a Stellaris bug where ships will not leave the galaxy view on arrival at their destination if they're moving too slowly. Set STL ships off of evasive fleet stance, or they'll abandon a year's worth of windup to switch destinations when a hostile arrives. STL ships show as idle the entire duration of the warp winddown. Send them into an orbit so you know to come back when they're ACTUALLY idle

📊 Mod Details

Game
Stellaris Mods
Author
76561198051879659
Version
N/A
Downloads
2,298
Endorsements
0
Category
Balance, Gameplay, Overhaul, Technologies, Pode, 00_utilities_drives, space_monster_designs, space_whale_designs, 00_phys_tech
Created
8/10/2016
Updated
10/30/2017

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