Start with Cruisers
⚪ Last updated 2017Preview
🔍 Analysis
- 🏆 #3 of 5 Gameplay, Spaceships mods in this game by downloads
📋 About This Mod
This is a work-in-progress mod that reorganizes a part of the tech tree so that you have access to Cruisers at the start of the game instead of Corvettes. This makes some sense, as Cruisers are the game's jack-of-all-trades ship type, while Corvettes are more specialized. Features: The starting tech allows you to build Cruisers rather than Corvettes. You also get a "level zero" armor module, to fill up some of the numerous utility slots on your first few ships that would otherwise be empty (or filled with excess fusion reactors). Corvettes are unlocked in the part of the tech tree where Cruisers are normally (but this may change in future updates). The requirements for the Cruiser and Corvette assembly array station modules have also been swapped. Known Issues: No starting fleets. They're currently bugged (the game gives you destroyers for some reason), so I delete them in an event. Make sure you save up to build a cruiser or two before the pirates arrive! No help for the AIs to understand the changes. Some of them don't seem to save enough minerals to build any ships in the early game, but others seem to be doing just fine.
📊 Mod Details
- Game
- Stellaris Mods
- Author
- 76561198002509526
- Version
- N/A
- Downloads
- 211
- Endorsements
- 0
- Category
- Gameplay, Spaceships
- Created
- 1/28/2017
- Updated
- 9/10/2017
🔧 How to Install Stellaris Mods
Subscribe on Steam Workshop. Mods auto-download and install. Launch the game to activate.
📖 Full step-by-step install guide for Stellaris →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Stellaris commands, item IDs, and more.
Keep browsing — more Stellaris mods await