Archaeo Jump Drive | ||
Better Wonder Sphere | ||
Big Yards Forked | ||
More Starbase Slots | ||
.markdownlint.jsonc | ||
Archaeo Jump Drive.mod | ||
Better Wonder Sphere.mod | ||
Big Yards Forked.mod | ||
LICENSE | ||
More Starbase Slots.mod | ||
README.md |
StellarisMods
Source code repository for my Stellaris mods.
Archaeo Jump Drive
This mod adds a new Jump Drive, gated behind the Archaeoengineers Ascension Perk.
Upon choosing the Archaeoengineers Ascension Perk, an event will fire giving the player the Ancient Jump Calculations technology. If the player already has the Jump Drive technology, then a new rare/dangerous society technology will unlock called Archaeo Jump Drive. Once it has been researched, the player will unlock the Archaeo Jump Drive ship component to use on their ships. It is meant to be superior to the Psi Jump Drive, however as of writing the balancing is not final yet and suggestions are welcome.
Compatibility
This mod overwrites the vanilla Archaeoengineers Ascension Perk and the Psi Jump Drive.
Localization
This mod supports the following languages:
Language | Contributor |
---|---|
English | Seaswimmer |
Brazilian Portuguese | FiniteSkylines |
French | Arkyd11 |
If you'd like to add more, reach out to me on Discord or submit a pull request.
Better Wonder Sphere
In the Vanilla game, the Dyson Sphere loses the ability to produce energy credits when you upgrade it to a Wonder Sphere. This mod changes that by making the Wonder Sphere produce the same amount of Energy Credits as the fully upgraded Dyson Sphere.
This makes no sense in the context of the Kaleidoscope situation, which is how you acquire a Wonder Sphere, but having a 500 unity and 30% unity production bonus is a bit underwhelming for a megastructure that previously produced 4,000 Energy Credits, in my opinion.
Compatibility
This mod overwrites the dyson_sphere_disco_restored
and dyson_sphere_disco
megastructures.
You need the Nemesis DLC enabled for this mod to do anything!
Big Yards Forked
Titan Assembly Yards and Colossal Assembly Yards take up starbase building slots and have very high energy costs to maintain, but they don't have a constant benefit to justify keeping them around. That's... kind of weird, right? - Keukotis
This mod is a fork of the original Big Yards 3.11 mod by Keukotis.
Instead of adding naval capacity to the Titan Assembly Yards and Colossal Assembly Yards, I've added shipyard capacity. The Titan Assembly Yards provide 2 Shipyard Capacity and the Colossal Assembly Yards provide 4 Shipyard Capacity.
Compatibility
This mod overwrites the titan_yards
and colossus_yards
starbase buildings.
You need one of the following DLC enabled for this mod to do anything:
Localization
This mod supports the following languages:
Language | Contributor |
---|---|
English | Seaswimmer |
Brazilian Portuguese | FiniteSkylines |
French | Arkyd11 |
If you'd like to add more, reach out to me on Discord or submit a pull request.
More Starbase Slots
This mod adds more Module/Building slots to Starbases (and Orbital Rings).
Slot Numbers
Starbases
Level | Module Slots | Building Slots |
---|---|---|
Starport | 5 | 2 |
Starhold | 10 | 4 |
Star Fortress | 15 | 6 |
Citadel | 25 | 10 |
Orbitial Rings
Level | Module Slots | Building Slots |
---|---|---|
Tier 1 | 5 | 4 |
Tier 2 | 10 | 6 |
Tier 3 | 15 | 8 |
Compatibility
This mod overwrites all tiers of buildable starbases and orbital ring entries.
This mod requires UI Overhaul Dynamic.
Credits
Original code is from Double Starbase Slots by Willa Grey.
Original idea (and rough slot numbers) are from More Starbase Slots for Expanded Starbases by Skogen.