Megastructures Improvements [1.6] for Stellaris
Makes a few changes to the megastructures sytem to make them more feasible for the mid-late game instead of solely being an end-game feature, as well as a few tweaks to generally improve the...
Makes a few changes to the megastructures sytem to make them more feasible for the mid-late game instead of solely being an end-game feature, as well as a few tweaks to generally improve the...
This mod adds and changes civics with the intent of making them more unique and fun to play. UPDATE MAY 7: (Will update pictures tomorrow) Added civics Tranquil, Hedonistic, and Emancipators. Several changes to...
Adds a balanced event based system for decommissioning colonies. This allows the abandoning of colonies while maintaining vanilla game balance. Different ethics give you different choices for how you will decomission the colony, and...
Checks slavery using citizenship type, not using the is_enslaved flag for the xenoist faction penalty allowing Xenophile/Authoritarian to use Caste without penalties. Egalitarian and xenophiles no longer care about synthetics because they can’t do...
This mod gives you 99 points to spend when creating your new Galactic Empire species, simply pick the new Unique Insight trait! • New Trait: “Unique Insight” (-96 Points) • Pick up to 50...
Robots and droids are immortal. Unfortunately, Synthetics are not. I don’t know if its a bug, or an intended design choice, but it just feels wrong. So let’s fix the inequality. ** All synthetic...