Stellaris

Stellaris

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Psionics Tri-Expanded
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16 Dec, 2022 @ 1:29pm
16 Dec, 2023 @ 11:03am
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Psionics Tri-Expanded

Description
Pre-3.10 Link
OUT NOW: Psionics Tri-Expanded 3.12
Enjoy this new vast rework full of new updated content!

Use Psionics Tri-Expanded 3.9 to continue or start any games based in 3.8/3.9

A continuation of Psionic Re-Expanded created by MightNight & Disafae.
Using the base of Psionics Re-Re-Expanded done by Sumrex in their continuation of the mod.
I present my take on it with Psionics Tri-Expanded by me.

Friendly Reminders!
1-This mod does not overwrite any vanilla files! As such it should be completely compatible with any other mods that effect anything related to psionics.
2-This mod does not, repeat, does not, require you to go down the Psionic Ascension Path. Infact you can use this mod and get bonuses from the other Ascension Paths just the same.
Machines and Hive can also enjoy this mod!
3-This mod does not have a conflict with PD's Shrouded Planets. There is no reason to presume that we use the exact same text code for our planet types but I get this question enough that it warrants going on the list.
4-This mod should work with versions 3.7+ unless Paradox makes a code change and alters something that this mod uses. I do not update my mods every time there is an update just to change a number because if I was going to do that I would have to doit for all my mods. If an update does happen and they do break the mod for some reason then I would see about fixing the issue and I would also update the mod number (if I remembered)
5-This mod plays just fine with Psionic Species Expanded. There is no reason to think we share any related code and this mod overwrites no vanilla files. But again I have had it asked multiple times so it goes on the list.

Accessing Psiocracy Projects
To get started in Psiocracy you must first research PsionicTheory or if Machine or Hive Gestalt you must research one of the provided modded techs. If machine you must first have Self Aware Logic and if Hive you must first have Epigenetic Triggers. After you research one of those 3 things then you must wait 3-5 years and an event will happen giving you the project. Completing the project will give you 1 of 3 special civics based on your ethic/civic choices and 1 civic based on your authority.

If you select the Origin, you will start on a shrouded world with the first level of Psiocracy already completed as well as one of the Psionic Theory technologies depending on if you are Normal/Machine/Hive.

Once you have finished the first project you will have a chance to draw the Expanded Psionic Theory technology.
3-5 years after you have researched that, you will get a second Project to improve the effects of the first one. This usually means doubling the civics provided stats.

After you have finished the second project you can claim the Psionic Ascension.. um.. ascension perk. This will instantly give you access to the 3rd special project to further increase the effects.

And finally, for now, 8-10 years after you have completed both the 3rd project as well as have one of the vanilla ascension tradition paths completed, you will gain access to project 4 which will provide the final civic stat increases.

One final thing to note on the matter of Psiocratic Stuff. The first event that gives you the project is split into two. One for the player and one for the AI. The player one just gets access to the project and its up to them if they wish to go down the route or not.
The one designed for AI uses a 30/70 random list. on 30 it gives them the project and they can continue down the same path. On 70 nothing happens and thats it. So in your universes not every race that researches the technologies will actually embrace the technology.

Features
A thing to note if you are a fan of the original. I know I certainly am. But I have made a large number of changes to how the Psiocratic Authority is handled. Indeed its why this has taken so long in the first place.

1-No longer is there a new Authority but instead a similar effect is applied via civics. This makes it compatible with any Authority unique features such as Megacorps and any modded authorties.
2-No longer will you loose all your original civics and be unable to add/remove any civics or change Authorities.
3-Gestalts can enjoy the various Psionic Features added by this mod.

You can enshroud and deshroud Ecuminopoli, Machine, Hive, Habitat & Ringworlds. Reducing the effect orbital bombardment has on them, preventing invasion and increasing government ethic attraction. Shrouded Habitats also have more district/building space because space magic.

Psionic Entities are no longer immortal (unless machine/synthetic) however they are decently long lived. They also spawn in the pool younger and start with an extra level. Once stage 4 is reached they live even longer and start off younger still while also spawning with a 2 extra levels.

Once you reach the various stages of the new Psiocratic system, leaders will gain 1 new trait with it growing in effects depending on the current stage of Psiocracy.

Machines/Hives need to research Self Aware Logic/Epigentic Triggers before their version of Psionic Theory can show up.
Popular Discussions View All (1)
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17 Dec, 2022 @ 4:25pm
T-1 Civic Stats
Cephalon Sithalo
370 Comments
Cephalon Sithalo  [author] 26 Aug, 2024 @ 3:03pm 
To anyone using this, here is an updated version for 3.12 Psionics Tri-Expanded :LotusFlower:
Cephalon Sithalo  [author] 6 May, 2024 @ 7:29pm 
Ok I havnt wanted to post any updates on how its going. But I just re-learned that the update and DLC are releasing tomorrow so figured I could give a little bit of information.

This mod should still work as it currently does for the most part. I do not overwrite any vanilla files so as long as they didnt change any underlying related mod things again that this uses it should still work. I looked at the listed modding changes and I dont see anything of potential conflict.

But the DLC has new "Advanced Governments" and I dont know anything about them. I pressume they replace the normal ones so while you should still be able to use this mod as is, you wont get the civic for the authority.

I will hopefully have the update ready before the end of the month. At least part 1 :LotusFlower:
MyresMkG 18 Apr, 2024 @ 10:27pm 
@Nuadorion For vanilla game it's intended
Cephalon Sithalo  [author] 11 Mar, 2024 @ 2:29pm 
@Meguru, Im not sure that would work. It has been a while since I messed with targeting for Colossus weapons but IIRC targeting is done specifically per component.

So it would work but only if the mod includes a version of this mods targeting text.

At least iirc :LotusFlower:
Lucy Liberty ♡ 9 Mar, 2024 @ 5:47pm 
@Nuadorion A temporary solution in the meantime would be to find a mod that changes colossus targeting to allow it to crack any planet, regardless of if it's inhabitable or not.
Cephalon Sithalo  [author] 7 Mar, 2024 @ 2:09pm 
Not that I am aware of. Colossus targeting has always been finicky to me. As for the landing armies, I think shrouded worlds are like hive worlds.

Not sure why they wouldnt be target-able by Colossus weapons though.

I will try to look at it for the next update.
Nuadorion 7 Mar, 2024 @ 11:25am 
In my current play through I can't land armies or fire colossus weapons on Psionic worlds. The colossus specifically says that they are "not a habitable world or megastructure". Is this intended behavior?
Cephalon Sithalo  [author] 20 Feb, 2024 @ 2:31pm 
I can't either. I don't think any of the authorities reduce assembly speed. Even if they did that still should not cause the issue as described I don't think. It would either completely stop pop assembly or it would slow it down but still work normal. Not build to max then just hold...

Very curious.
Ashley ^^ 20 Feb, 2024 @ 2:11pm 
Strangely enough it works on Hive Minds just fine, but doesn't on regular biological empires, I really don't know why it happens
Cephalon Sithalo  [author] 19 Feb, 2024 @ 12:31pm 
I'm redoing how ascension paths effect the stuff. That might fix your issue but I don't see any reason why your current issue would exist in the first place.

There isn't really anything in the mod that I am aware of that would cause a pop to assemble to max and then just not get released onto the planet