Stellaris

Stellaris

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Spaceborne Civs Expanded
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1.323 MB
7 Apr, 2022 @ 7:47pm
31 May @ 12:36am
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Spaceborne Civs Expanded

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
A mod that expands on the spaceborne empires and creatures, such as enclaves and caravaneers. Includes new caravan deals, the return of the nomads, and more.

Full Feature List

All:
- Ships and stations have higher armor and shields
- stations have more hp and daily hull and armor generation


Enclaves:
- Enclave species get additional traits (most important being erudite for the curators)
- Trader Enclaves offer alloys and consumer goods after the galactic market is founded
- At 75 opinion, can buy a special edicts from Trader Enclaves that mimics the effects of the strategic resources from pre-2.2
- At 100 opinion, Trader Enclaves can offer you a special deal once every 10 years
- Artist Enclaves can build new stations to replace any that were destroyed
- Artist monument gives +15% unity from jobs
- Ministry of Culture now gives +10% unity on planet, +5% unity empire wide, and +10% government ethics attraction (non-gestalt) or -10 deviance (gestalt) empire wide
- Additional patronage events
- Artist Festival has a chance to spawn artist troupe half-species pops (requires Megacorp)
- Artist Festival has a chance to spawn a unique artist monument on one of your planets
- New Curator Technologies
- Materialist Fallen Empires won't ask you for your curator or legendary scientists
- Archeology Lab with Ancient Relics also gives +25% anomaly research speed
- After hiring a Master Salvager, you can purchase access to a new edict.
- At 60 opinion, the Salvagers will sell Nanites once every 5 years. Requires an open L-Gate and no active Gray Tempest


Caravaneers:
New Possible Trade Deals:
- All
- Product: one precursor artifact (one-time offer, not including precursors from Ancient Relics)

- Numistic Order:
- Product: Spawn a valuable solar system, Cost: 12 months of Engineering Research
- Product: Numistic Multi-Focused Management tech (-10% empire size from districts and colonies, -10% bureaucrat upkeep), Cost: 200 Volatile Motes
- Product: 75 Zro, Cost: 1000 Consumer Goods (non-gestalt only)
- Product: +1 L-Gate Insight, Cost: 150 Influence (one-time offer)
- Product: May offer to sell the Storm Manipulation tech if you've seen a lot of storms (one time offer)

- Vengralian Trium:
- Product: Baneth Nutritional Suppliments (3000 food)
- Product: Epigenetic Triggers Technology
- Product: 100 Volatile Motes
- Product: 25 Dark Matter (rare without the Dark Matter Drawing tech)
- Product: Productivity Stimulants (+10% worker production, plus some side effects, on one planet for 80 years)
- Product: 400 Minor Artifacts (requires Ancient Relics)
- Product: 1 Envoy for 80 Years
- Product: Maintenance Drones (+20% Amenities and -20% Building and District Upkeep on one habitat or ring world for 80 years)
- Product: May offer the Planetary Storm Negation / Nullification Technology after a storm (one time offer)
- Cost: 2000 Minerals
- Cost: 60 Rare Crystals
- Cost: 1 Level 5+ Scientist

- Racket Industrial Enterprise
- Product: Munitions (-50% ship and army upkeep for 25 years), Cost: same as Racket leader
- Product: +2 alloy from mineral mining station, Cost: same as +5 energy deposit
- Product: Minerals (200, 500, 1000), Cost: Alloys (20, 50, 100) (machine only)
- Product: 40 Nanites (requires Distant Stars), same cost as Alloys/Exotic Gases/Living Metal
- Product: 250 Minor Artifacts (requires Ancient Relics), same cost as Orbital Trash Dispersal technology
- Product: Scavengers (+15% miner production for 80 years), Cost: 3000 energy
- Product: 50 Intel on a random empire (weighted towards rivals and neighbors), Cost: 70 Influence
- Product: Anti-Pirate Booby Traps (+33 trade protection for 80 years), Cost: 1000 Minerals
- Product: Progress on a random Archeostudies tech, Cost: 1000 Minor Artifacts

- Adjusted some weights when choosing products and pricing
- Racket will sell robot pops to synthetic empires
- Tupperware will also save on mineral pop upkeep (Lithoids)
- Vengralian Trium will accept complex drones as payment from machine empires
- Vengralian Trium will accept random pops as payment from non gestalt empires if they have unemployed or undesirable pops
- Spawning Stimulants also give +10% organic pop assembly
- The Numistic Order starts with a species from a random ai empire ready to sell
- New Caravan events
- New Reliquaries


Marauders and Pirates
- Space pirate's main system will still spawn with Apocalypse. With Apocalypse, 2 pirate fleets will start roaming the galaxy 33-50 years after game start (disabled for now)
- Marauders will accept alloys as tribute
- Mercenary and Raider fleets are 50% stronger
- Marauder Galleons have the same speed as their cruisers
- Raiding the Galactic Emperor is twice as expensive
- Marauder Mercenaries can become available after 2300
- Marauder species are void dwellers, and don't all have the same traits
- Khan's fleets are twice as strong, and can spawns more fleets depending on the strength of the existing default empires
- Khan starts with strong starbases in their starting systems
- Khan will generally not try to attack fallen empires
- When down to their last planet, ai will generally surrender to the Khan rather than die
- Successor empires are generally stronger


Space Creatures
- Option to pacify space creatures can be chosen after further researching the creature. Cost of pacification has been reduced to keep the total cost the same
- Void Clouds can be pacified by non-xenophobe spiritualists (plus the usual suspects)
- Mining Drones can be reprogrammed by materialists, robot empires, and non-spiritualist pacifists
- Hunting buff unlocked by various gestalt civics (such as Warbots)
- Added a method to get Crystal-Forged Plating if you chose to pacify the crystals
- Added a method to get the Surveyor if you chose to pacify the mining drones
- Buffed the Ameoba Centenarian
- Space Whales and Ameobas will wander the galaxy, as they once did.
- Killing peaceful spacers (such as the Tiyanki or the enclaves) will upset xenophile and pacifist pops
- Hunting buff gives more resources per fleet:
- - Amoebas, 1000 energy and food, 500 society research
- - Crystals, 500 minerals, 25 rare crystals, 500 physics research
- - Clouds, 500 energy, 25 exotic gases, 500 physics research
- - Drones, 500 energy, 25 volatile motes, 500 engineering research
- - Voidworms, 1000 Food, 15 exotic gases, 500 society research
- - Cutholoids, 1000 Food, 15 rare crystals, 500 society research
- Asteroid Hive system has some mineral deposits replaced with rare crystal deposits


Nomads:
- Nomads will spawn if Megacorp is enabled
- Nomads will spawn with a larger fleet, with cruisers as well as destroyers


Leviathans:
- Wraiths can spawn if discovered after the mid-game - will spawn 65-75 years after discovery

Other
New Origin: Nesting Grounds (Requires Distant Stars)
- Start with an adopted space amoeba
- Starts with amoebas pacified, and relevant tech options unlocked
- Always starts in or near a nebula
- Unlocks special project to unlock Voidlures. Once completed, this project also gives unity and society research from Voidlures.
- Gains access to new space fauna technologies
- With Grand Archive DLC, gets +33% vivarium capacity and +15% space fauna sublight speed

Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (2)
41
15 Jan @ 11:31am
PINNED: Bug Reports
Tovius
6
7 Sep, 2024 @ 11:26am
PINNED: Suggestions
Tovius
123 Comments
Celador 28 May @ 7:39pm 
Small issue - master salvager and related edict do not work on gestalt/biogenesis empires. You can't hire master salvager as an advisor, and can't select edict because of that. Either instead of hiring an advisor, it should give a buff to a node, or maybe removing an edict requirement is necessary.
Colithiel 26 May @ 12:20am 
ok good deal!
Tovius  [author] 25 May @ 11:56pm 
It's not crashing on my end.
Colithiel 25 May @ 8:28pm 
Ahh, that must be why when i tried starting a game it would crash! Looking forward to the fix whenever you can get around to it! Ill subscribe to this thread so when its updated ill get notified!
WalrusMan 25 May @ 1:35pm 
Hm Alright, I'll try and narrow down what it might be conflicting with then. I really cant think of what might be causing the conflict, its definitely an odd bug for a mod conflict to cause
Tovius  [author] 24 May @ 8:36pm 
I'm not seeing it on my end. It might be a mod conflict.
WalrusMan 24 May @ 4:59pm 
Minor bug but Tiyakni all have names like NAME_Tiyanki_Male or whatever, as opposed to the other spaceborn critters that just have normal names. A little annoying but not a big deal
Tovius  [author] 18 May @ 9:21pm 
Something about the pirate home system is causing issues, so I am disabling it for now.
Tovius  [author] 18 May @ 3:43pm 
Known bug: game won't start if loaded with Dawn of Ascension. I am currently looking into the problem.
Tovius  [author] 11 May @ 11:16am 
Updated to 4.0