Stellaris

Stellaris

184 ratings
(Legecy) Upper Limit V2.3+
   
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6 Jun, 2019 @ 8:59pm
22 Aug, 2019 @ 10:14pm
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(Legecy) Upper Limit V2.3+

Description
Mod thumbnail by Oskar Woinski! I don't own his work, but, it might be ok as long as I credit him.

Hello,

This mod adds 17 new techs, 1 new Specialization Tech, 16 new buildings, 5 new civics, 1 new governments, 1 new spaceport building, 1 new armies, 4 new ship parts, - strategic resource, 1 new leader traits and 8 new planet edicts, more are planned, tested, tell me if anything unusually comes up. (I think the numbers are wrong, I will count again later)

This mod aims to go above and beyond the normal game, allowing players to research techs above tier 5 and more!


Currently only in english!

Thanks for checking this mod out!



This mod replaces 1 text file from vanilla.
02_scripted_variables_component_cost

This shouldn't effect things much as this only changes the component cost. This is a rescale since the vanilla is very messy.

For those who has more question and things to talk about my mod.
[discord.gg]
There, you can find my channel and you can talk there.

[www.patreon.com]

Current Version: Upper Limits V2.7+
Popular Discussions View All (2)
1
26 Nov, 2019 @ 4:48pm
PINNED: List Of Adds
Guluere
67 Comments
Guluere  [author] 18 Oct, 2019 @ 10:59pm 
Upper Limit for Stellaris Version 2.4+ is here!

https://sp.zhabite.com/sharedfiles/filedetails/?id=1892951444
TurtleShroom 17 Sep, 2019 @ 5:50pm 
Thank you for fixing the supercomputer issue. I can't wait to re-enable your Mod!
Guluere  [author] 23 Aug, 2019 @ 7:26am 
Please take this to the discord channel if you want to talk more now, I don't think we should discuss here like this.
Guluere  [author] 19 Aug, 2019 @ 5:28am 
This version also rescales the component cost, which replaces the following file.
02_scripted_variables_component_cost
Guluere  [author] 19 Aug, 2019 @ 5:21am 
Alright, updated, please test things out, something depressing happened irl which has beat the mood out of me again.
Guluere  [author] 17 Aug, 2019 @ 3:07am 
The ai would be a simple one based on the amount of resources the ai make at the time, and also they will try to stack them into the same planet instead of spreading them out until X of them on that planet before they focus that on another planet if they need more. I am not sure how it will be fully. But hopefully it works, the ai is based on how I would normally play the game myself.
Devilstro 15 Aug, 2019 @ 7:31am 
Good to hear, with AI_weights fixed, I think this mod is a nice addition to most mod collections.
Guluere  [author] 14 Aug, 2019 @ 3:02am 
Hey, I am back, I've actually been back for the last few days and been working on the mod, will publish it when I fix the ai weight (To be similar to vanilla) and refine some more other stuff, like tech.
Devilstro 12 Aug, 2019 @ 10:35am 
Until the creator of this mod can either:

A) fix ai_weights
B) give all ai_weights = 0

I can not recommend this for use in singeplayer or small multiplayer games where AI is part of. Due to practically no aI_weight distribution in the mod, it will break the AI. Pure MP games, this is excellent.

Be aware though that the creator has also decided to leave in blank techs, probably for use later, so some techs are straight up useless and don't do anything.
Frigglish 12 Aug, 2019 @ 5:52am 
Or weight = 1 if you prefer to give the AI a chance to build them.