Startertech For Mod


Startertech For Mod

I just wanted to have a way to start with certain techs, so after reading some guides and looking at other Trait mods, i created this mod.

This mod adds 5 new Traits

Terraformer: Unlocks Terrestrial Sculpting
Gene Tinkerer: Unlocks Gene Tailoring
Colonisation: Unlocks New Worlds Protocol
Robotics: Unlocks Robots
Advanced Weapons: Unlocks Plasma/Torpedo/Autocannon (based on your starting weapon)

You can only have one of them at the same time

Known Problem:
When you pick Colonisation and the game generates another New Worlds Protocol card in your first deck, its called New Worlds Protocol II in there. You cant research it a second time

(also why the heck is steam deleting this text whenever i update the version?!)

Changelog:
1.2
Reworked the Events from 7 individual events into 1 conditional. That way i can give more than one tech at gamestart without creating a whole new event for it.

1.3 Updated Namespace for 1.2 (still works with 1.1)

1.4 Added Living Metal (Startertech Specials)

1.5 Added Psionic Theory (Startertech Specials)

1.6 Literally nothing has changed. just updated the version number

Credits:
Lazerus Artificial
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What is Stellaris mods?

A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect (e.g. the way it looks or behaves) of a video game. Mods may range from small changes and simple tweaks to completely new games made within a video game. Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now.




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