Stellaris

Stellaris

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!ExOverhaul 1.9: Core Game Mechanics and AI
   
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1.899 MB
23 Jan, 2018 @ 9:58am
20 Feb, 2018 @ 1:01pm
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!ExOverhaul 1.9: Core Game Mechanics and AI

In 1 collection by ExNihil
All ExOverhaul Mods for Stellaris 1.9.*
9 items
Description
ATTENTION: This mod is a legacy mod for 1.9 and it will remain so. A new version of this mod is in the works, and will be published seperately.

This mod offers the most complete, sophisticated and streamlined AI enhancement suite for Stellaris. Additionally, this mod offers a complete overhaul of vanilla buildings, traditions, ascension perks, edicts and technologies as well as new buildings, edicts and technologies. It also includes new mechanics - such as direct build of advanced buildings and a significant change to how debris work.

For more details regarding the contents of this mod please read the relevant entries in the ExOverhaul Wiki:


Mod Synergies
  • It is highly recommended to run this mod alongside the ExOverhaul: Combat - which offers substantial improvements to the AI's ship design and warmaking, as well as its own dedicated version of spaceport automation. This mod synergies with that mod, by benefiting from its spaceport automation features, while enabling the tech debris boost on its unique component technologies.

  • If you do not want to use our combat mod, It is highly recommended you use the ExOverhaul: Spaceport Automation standalone mod, because it makes sure the AI's economy functions correctly.

  • This mod synergizes with the new ExOverhaul: Planets Enhanced mod, which adds a lot of new content and game mechanics while retaining a vanilla feel.

  • This mod synergizes with Extra Ship Components (ESC), by enabling this mod's technology debris fix/boost on ESC special components and technologies.

  • This mod synergizes with TFW's Bunch of Ship Parts (BOSP), by enabling this mod's technology debris fix/boost on ESC special components and technologies.

    Important Info

    1. Regarding Glavius' AI Megamod: This mod is incompatible with his mod.
    In more detail: This mod covers the same territory as Glavius' mod but it does so differently. In terms of AI Enhancement it is, in my not so humble opinion, better- but decide for yourself and see what you like. In difference to Glavius' mod, this mod doesn't change the AI through defines editing, but rather takes a softer but also a more systematic approach to AI enhancement. It results in a more open gameplay. On the other hand, you will not see the AI declaring war all the time - I keep to the vanilla paradigm, and didn't change anything regarding AI aggression, border friction or opinion modifiers. This mod also has less performance impact than Glavius' mod. Finally it overhauls/rebalances and adds new content, which Glavius' mod doesn't do.

    2. If you'd like to report a bug, request support or participate in the modding process, please use the ExO discord server[discord.gg].

    Special Thanks and Credit
    go to @Gratak, who helped improve the Buildings part of this mod as well as @Daniel/Gruzilla.
Popular Discussions View All (1)
2
16 Apr, 2018 @ 3:08pm
Mods to be made compatible with version 2.0
ExNihil
87 Comments
MYHORSEISAMAZING 1 Aug, 2021 @ 1:33pm 
this mod cant be compared to glavius. glavius' just tries make ai smarter. this one gives ai huge cheats. example: year 2260, ai gestalt has 40 planets and 30k fleet with t4 techs. switching to him via "play" - WOW 150 MONTHS LEFT FOR CURRENT RESEARCHES!
cant recommend.
Chastity the Celibate 2 Apr, 2018 @ 2:28am 
Sounds great, I run Real Space, New Worlds, and Guilli’s, so that’s good. Regarding Real Space- Astrogeology, I like what that mod does, and the new SR it adds, so hopefully there is no incompatibility there.
ExNihil  [author] 1 Apr, 2018 @ 11:06pm 
The first two components of thisod will be published as open beta next week. Planets Enhanced will have full synergy with planetary diversity, new worlds, real space and guillis. The CGM: Buildings mod will have full synergy with guillis and perhaps also Alphamod.
Chastity the Celibate 1 Apr, 2018 @ 1:42pm 
When the 2.0 version of the ExOverhaul mods come out, that’s what I mean.
Chastity the Celibate 1 Apr, 2018 @ 1:42pm 
Quick question, what mods do you plan to have synergy with ExOverhaul? I was wondering because my collection is a pretty stable, so I need to know how and which ExO mods will be able to work with it.
ExNihil  [author] 22 Feb, 2018 @ 1:15pm 
This mod will remain as legacy. We will publish a new version once we are up to speed on how 2.0 works. It will take a few weeks.
Tanobi 22 Feb, 2018 @ 1:03pm 
could you do an update ?
TheFirstPaige 10 Feb, 2018 @ 1:43am 
Perfect, I look forward to it.
ExNihil  [author] 9 Feb, 2018 @ 11:10pm 
They work with Alphamod. For 2.0 there will be full synergy.
TheFirstPaige 9 Feb, 2018 @ 10:51pm 
It works fine with Expanded Stellaris Traditions, though due to different base costs, the traditions this mod edits and the traditions added by EST cost different amounts of unity. Annoying but otherwise harmless. I'm making a personal patch to address this and a few other inconsistencies. As for perks, I personally use https://sp.zhabite.com/sharedfiles/filedetails/?id=1288468029 to patch it with the mods I use.

While I'm here, how well do the ExOverhaul mods work with Alphamod? I've tried them out a bit myself and haven't found anything major, and was wondering if there was anything I may have overlooked.