Stellaris

Stellaris

191 ratings
Pre-FTL Players 2.2
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6 Aug, 2016 @ 11:59am
16 Dec, 2018 @ 8:57am
61 Change Notes ( view )

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Pre-FTL Players 2.2

In 1 collection by Pode
Pre-FTL Players mods
13 items
Description
Getglad188 has taken over active development and testing for the current game version here I'll keep this around for all you who subbed it and for my own future update use, but those who follow this mod should go help him over there for the foreseeable future.

Updated for 2.2.x

Start Stellaris in the early days of space travel, when FTL is merely theoretical & a practical drive system has yet to be concieved. All empires except fallen start with no FTL, only a theory. Practical drives must be researched & fitted before ships (any ship,not just scienceships) can leave their starting systems. Exploiting your home system is much more important than in vanilla.

Features
  • No FTL at start, you must research space science level 2 and physics level 2 to unlock the rare tech for practical hyperdrives.

  • Experimental FTL drives are a common tech unlocked via physics 1 and space science 1. Experimental drive tech is not required for true FTL. Experimental drives give 1 physics point per month per ship that is moving (to you and all AIs that don't have real FTL yet). They might also blow up and damage or destroy the ship. Extra hull tech or destroyers should prevent the destruction. Ships with these drives may get stuck at entry or exit points of hyperlanes. Stuck ships will usually get unstuck if given a stop order and a new destination. They might also jump back to zero on the vertical axis or simply cease to exist. AIs will not use this drive tech and autodesigner will not put it on your ships, so you may want the Designable Civilian Ships mod or Civilian Ships Weaponized.

  • AI empires can be given proper FTL tech at any time via the console command "event preftl.1"

  • FTL Mapmode: Based on Birdy's work, shows the highest FTL technology researched in each empire.

Recommended Mods
HIGHLY recommend using all three of Anex's Enhanced AI, Glavius' Ultimate AI, and Risa's Unofficial Patch.
A colonization mod or rushing droids for expanded colony options is almost necessary to really enjoy pre-FTL gameplay. I use my update to Echo's Colonizeable Home System.
You may also be interested in Primitive Players, a more fully featured low tech start.

Compatibility Issues
Two base game files have been altered, 00_utilities_drives and 00_physics_tech. This mod will not be compatible with other mods that alter these files. Issues with specific mods are discussed here, please add any you encounter.

Changelog

Credits / Thanks / Permissions

by Pode

Discord channel[discordapp.com]
Popular Discussions View All (1)
6
31 Dec, 2018 @ 12:45pm
PINNED: Test / Development version of this mod
Pode
679 Comments
tilarium 6 May @ 9:07am 
Stop being so demanding. Mod is 6.5 years out of date. It would basically need to be rebuild from the ground up at this point.
gribbleflix 6 May @ 9:02am 
UPDATE!
James Fire 17 Dec, 2023 @ 9:47am 
Since it was last for 2.2, no shit sherlock
Crimsonknight 17 Dec, 2023 @ 5:33am 
dosent seem to work installed it started up the game and nothings changed
netczar 22 Dec, 2022 @ 10:10pm 
Works like a charm for me with 3.6.x (both this and Getglad188's "testing" version), along with Planetary Diversity. The required techs from Physics and Engineering - Quantum Mechanics and Rare Materials Lab for the testing version, if I recall correctly - get geometrically more likely to turn up every 20 years. Then you get to research the hyperdrive. The experimental hyperdrive is also fun. Would still recommend firing the event for the AI by console (event preftl.1) if you want a more regular game after that. Oh, and (event preftl.2) does it for yourself.
Nemon 29 May, 2022 @ 7:28am 
Thank you for the replay. In the past days I've tested both variants. Both work as intended, "testing" will give the experimental hyper-drive after you research "exotic materials lab" (which can take a long time or never if you inhibit the "exotic materials lab" ) while "2.2" will give the experimental hyper-drive after you research something at level 2 from "physics" and, I beleave also from "engineering" since i cannnot find anywhere the cathegory or subcathegory "scince" (maybe this was a variant in the previos versions of the game).
Overall I'm very happy with Pre-FTL 2.2 as this also forces you to focus heavily on research in the begining of each game.
Great mod, shame the game doesn't include it as a default and hope it will never become incompatible.
Pode  [author] 28 May, 2022 @ 5:37pm 
Try Getglads version. Those aren't the names of specific techs, but of a tech category and level
Nemon 27 May, 2022 @ 1:41pm 
Hello, I am new to the game and I want to try also this mod even if it's old.

Could you please clear up for me where do i find "space science level 2 and physics level?
I cannot seam to find them in any tech tree.
James Fire 26 Apr, 2021 @ 3:12pm 
...how about you bother to read other comments, like the one by the author literally 3 places before yours?
tilarium 26 Apr, 2021 @ 3:00pm 
tilarium Mar 5 @ 12:14pm
Yeah... if only someone could take over development while Pode is indisposed. That would be really cool....