Модификация добавляет Spaceborne Civs Expanded в игру Stellaris.
Оригинальное описание
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
— — Edicts require a rare resource and an active resource deal with the enclave
— 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 scientists
— Archeology Lab with Ancient Relics also gives +25% anomaly research speed
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 -10% bureaucrat upkeep), Cost: 200 Volatile Motes
— Product: 75 Zro, Cost: 1000 Consumer Goods (non-gestalt only)
— 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: 8 Minor Artifacts (requires Ancient Relics)
— Product: 1 Envoy for 80 Years
— 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), same costs 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: 5 Minor Artifacts (requires Ancient Relics), same cost as Orbital Trash Dispersal technology
— Product: Scavengers (+15% miner production for 80 years), Cost: 3000 energy
— Product: 15 Intel on a random empire (weighted towards rivals and neighbors), Cost: 70 influence
— Adjusted some weights when choosing products and pricing
— Caravan Destroyer will also come with medium UV lasers
— 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
— The Numistic Order starts with a species from a random ai empire ready to sell
— New Caravan events
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
— Marauders will accept alloys as tribute
— Mercenary and Raider fleets are 50% stronger
— 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
— Rogue Servitors have the option to pacify space creatures
— 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
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
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.
Как установить данный мод
Скачать архив. Распаковать. Скопировать мод в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/
Если папка отсутствует – попробовать запустить игру или создать папку самостоятельно.
Распаковать файл .mod в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod
Или просто воспользоваться кнопкой «Подписаться» (Subscribe) в Steam.
Мод должен появиться в лаунчере игры во вкладке моды – остается только активировать его.
Enjoy the game:)