🔍 Analysis

  • 👍 0.0% endorsement rate

📋 About This Mod

Updated for 2.0 - AI no longer prefers Vogon poetry to FTL research! It is the dawn of a new age for your species. You begin in 2100 with primitive buildings. Almost all starting techs must be researched. You get the vanilla weapons techs, basic armor, fission power, chemical thrusters, basic labs, and a theory about how FTL travel might someday work (as in the Pre-FTL Players mods). Your people are a fractious and troublesome lot, much more prone to faction and rebellion. This hampers your technology and unity output, though these penalties can be overcome thru better technology. Those pops who settle offworld will be prone to rebel against your authority until you have the FTL technology to hold your empire together, either by charm or by force. Your people are also not the only people on your homeworld. Independent nations hostile to your ethics are represented by tile blockers, with adjacency effects representing your normal relations and clearing them representing major diplomatic initiatives to assimilate or eliminate them. Please provide feedback on how the adjacency bonuses and penalties work and what they should be. Also be aware that losing a ground battle on your only world is an instant game over. So don't start wars you aren't ready for. DLC restricted starts (Mechanists, Syncretics, Hives, Machines, Life-Seeded, Post-Apoc, and Barbarian) are currently bugged and only partially working while 2.02 is in beta. I don't own the DLCs and so can't test them, so once I have a stable target again I'll try to code something and patch it via feedback. An event on game start ( or by using the console command event primplay.1 ) allows you to give AI empires additional techs if you so choose, for a bit more challenge. The AIs also get the usual ships and mining stations even if they don't have the tech yet. They need the help, and it's easier to code this way. Experimental FTL drives are a rare tech unlocked via fusion power, ion thrusters, and physics lab 1. Experi

Updated for 2. 0 - AI no longer prefers Vogon poetry to FTL research! It is the dawn of a new age for your species. You begin in 2100 with primitive buildings. Almost all starting techs must be researched. You get the vanilla weapons techs, basic armor, fission power, chemical thrusters, basic labs, and a theory about how FTL travel might someday work (as in the Pre-FTL Players mods). Your people are a fractious and troublesome lot, much more prone to faction and rebellion. This hampers your technology and unity output, though these penalties can be overcome thru better technology. Those pops who settle offworld will be prone to rebel against your authority until you have the FTL technology to hold your empire together, either by charm or by force. Your people are also not the only people on your homeworld. Independent nations hostile to your ethics are represented by tile blockers, with adjacency effects representing your normal relations and clearing them representing major diplomatic initiatives to assimilate or eliminate them. Please provide feedback on how the adjacency bonuses and penalties work and what they should be. Also be aware that losing a ground battle on your only world is an instant game over. So don't start wars you aren't ready for. DLC restricted starts (Mechanists, Syncretics, Hives, Machines, Life-Seeded, Post-Apoc, and Barbarian) are currently bugged and only partially working while 2. 02 is in beta. I don't own the DLCs and so can't test them, so once I have a stable target again I'll try to code something and patch it via feedback. An event on game start ( or by using the console command event primplay. 1 ) allows you to give AI empires additional techs if you so choose, for a bit more challenge. The AIs also get the usual ships and mining stations even if they don't have the tech yet. They need the help, and it's easier to code this way. Experimental FTL drives are a rare tech unlocked via fusion power, ion thrusters, and physics lab 1. Experi

📊 Mod Details

Game
Stellaris Mods
Author
76561198051879659
Version
N/A
Downloads
3,333
Endorsements
0
Category
Gameplay, Overhaul, Technologies, Primitive Players, Pode, 00_utilities_drives, 00_phys_tech, 00_eng_tech, 00_soc_tech, 00_imperialist, 00_isolationist, 00_progressive, 00_prosperity, 00_supremacist, 00_technologist, 00_totalitarian, 00_traditionalist, 00_xenoist
Created
4/30/2017
Updated
3/29/2018

🔧 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

📋 All Stellaris Mods 🏆 Top 25 📂 More Gameplay, Overhaul, Technologies, Primitive Players, Pode, 00_utilities_drives, 00_phys_tech, 00_eng_tech, 00_soc_tech, 00_imperialist, 00_isolationist, 00_progressive, 00_prosperity, 00_supremacist, 00_technologist, 00_totalitarian, 00_traditionalist, 00_xenoist 👤 More by 76561198051879659 🔎 Similar Mods 🌐 Best Gameplay, Overhaul, Technologies, Primitive Players, Pode, 00_utilities_drives, 00_phys_tech, 00_eng_tech, 00_soc_tech, 00_imperialist, 00_isolationist, 00_progressive, 00_prosperity, 00_supremacist, 00_technologist, 00_totalitarian, 00_traditionalist, 00_xenoist (All Games) 🔀 Check Compatibility ⚖️ Compare Mods 🆕 New Mods