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Atlantians

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I prefer a heavily modded game, as I have found a lot of the mods to add a great deal.

What Mods are the mos popular and what Mods do you all recommend?
 

Klink2

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-Alpha Mod, it change gameplay, give you more buildings and let you colonize all planets-asteroids.
-Fallen Empire expanded, it make fallen Empire more interesting and challenging
-If you play Elven Race, i would prefer the Mod "Eldar Namelist" for more atmosphere
-All ISBS Mods
-Flags : Emblems & Backgrounds
-RemoveAuraGraphics
-UI Overhaul 1080p
-(If you have Utopia) Utopia Expanded
-(If you are German) Deutschkorrektur

This are the most important mods.

I use currently this mods:
-Fallen Empire Expanded
-ISBS Mods
-Eldar Namelist
-Fallen Empire Starting Systems with More Homeworlds
-Collection of cities
-Star Wars Weapons
-Star Wars Empire Ships
-Star Wars Species Pack
-Animated Synthetic Potraits
-Star Wars Fractal Ships
-Star Wars Sound Effect
-Elven Hair Color Pack
-AplhaModPlus
-RemoveAuraGraphics
-City Scapes
-Real Sol Textures
-UI Overhaul 1080p
-Flags : Emblems & Backgrounds
-48 Empire Colors Revival
- Utopia Expanded
-Better Gaia Worlds

This is not much, but it is enough for me.
 

ZomgK3tchup

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I currently use Minoris' Soundtrack Compendium, Expanded Colors, UI Overhaul 1080p, TehT_FlagPack, TehT's OCD Emblems, Cleaner Sectors, Larger Sector Names, and Happiness Bar for achievement hunting.

I have Expanded System Names, Leviathan Events Expanded, More Events Mod, and Stellar Expansion for non-Ironman games. More Events Mod hasn't updated for 1.5, however.

Dedicated Worlds and Galactic Policies look good, but I haven't tried them yet.
 

Atlantians

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I heard Alpha Mod was ending. Is that true?
 

AlphaAsh

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I'm changing my mind every other hour about whether I am or aren't and how much. I'm currently limiting myself to tweaks as I play. Whether any of that gets published, still undecided. I'm waiting to see if PDX improve their QA and their relationship with modders of Stellaris.

I talked with aphaash. He said he will develop further.

I said I'd consider integrating some of AlphaMod's settings into Auto improve buildings. That's a bit of a jump you made there.

If anyone wants to ask about the fate of AlphaMod without me going off on a swear-filled rant, this forum is probably your safest bet for it. PDX's moderators will restrain me if necessary, I'm quite certain.
 
Last edited:

Atlantians

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I'm changing my mind every other hour about whether I am or aren't and how much. I'm currently limiting myself to tweaks as I play. Whether any of that gets published, still undecided. I'm waiting to see if PDX improve their QA and their relationship with modders of Stellaris.

You should!

In fact, maybe you should be hired!

Wiz of the Future!

@Zoft , @Jamor !
 

hadaev

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You should!

In fact, maybe you should be hired!

Wiz of the Future!

@Zoft , @Jamor !
Never mind, he's whining after each patch and back to mods anyway.
smlpeka.png
 

Atlantians

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I recently got the Ruler Level System. It gives some more personality to your rulers. I highly recommend it.

Also any portrait or race mod done by Silfae is a must in my book!

On steam?
 

brucethemoose

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I'm almost done compiling my own set of mods (50+) plus a balance mod as a Steam collection, if you're interested.


I'm very picky. I don't like mods that throw balance way off, add too much micro for my taste (most ship class mods, AlphaMod), have lots of incompatibilities (again, ship class mods/AlphaMod), or have a performance/stability hit in big galaxies (like the civilian traffic ones). For example, I'm nerfing (or maybe disabling) debris salvage in my balance mod to stop empires leapfrogging over many techs with a good ship parts mod, and I'm adding a flat multiplier to fleet size/cost (maybe 0.75x?) to A: Indirectly buff fallen empires/crisis events to compensate for the higher tech tiers and B: reduce late game crashing in big galaxies.
 
Last edited:

Atlantians

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I'm almost done compiling my own set of mods (50+) plus a balance mod as a Steam collection, if you're interested.


I'm very picky. I don't like mods that throw balance way off, add too much micro for my taste (most ship class mods, AlphaMod), have lots of incompatibilities (again, ship class mods/AlphaMod), or have a performance/stability hit in big galaxies (like the civilian traffic ones). For example, I'm nerfing (or maybe disabling) debris salvage in my balance mod to stop empires leapfrogging over many techs with a good ship parts mod, and I'm adding a flat multiplier to fleet size/cost (maybe 0.75x?) to A: Indirectly buff fallen empires/crisis events to compensate for the higher tech tiers and B: reduce late game crashing in big galaxies.

Sounds interesting.

I actually love the salvage leapfrogging, myself. I like the realism of it.
 

brucethemoose

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Yeah. It seems more unrealistic with some of the mods though.

There's some tech, for example, that requires you to dump a ton of research into prerequisite, dangerous biological experimentation. That makes some other empires hate you. If you research it, and one empire declares war over it, they'll just salvage that ridiculously hazardous bio-gun you just discovered off the 1 corvette you lost and use the very thing they went to war over in their own ships, without any diplomatic repercussions or risk of it backfiring.
 

Atlantians

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Yeah. It seems more unrealistic with some of the mods though.

There's some tech, for example, that requires you to dump a ton of research into prerequisite, dangerous biological experimentation. That makes some other empires hate you. If you research it, and one empire declares war over it, they'll just salvage that ridiculously hazardous bio-gun you just discovered off the 1 corvette you lost and use the very thing they went to war over in their own ships, without any diplomatic repercussions or risk of it backfiring.

Fair points, could be balanced better, but I like the concept of it.

Star Trek has the Dominion have a huge advantage for a while, until the Federation gets a hold of a ship that they salvage and take apart.
 

Risa

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Yeah. It seems more unrealistic with some of the mods though.

There's some tech, for example, that requires you to dump a ton of research into prerequisite, dangerous biological experimentation. That makes some other empires hate you. If you research it, and one empire declares war over it, they'll just salvage that ridiculously hazardous bio-gun you just discovered off the 1 corvette you lost and use the very thing they went to war over in their own ships, without any diplomatic repercussions or risk of it backfiring.
In my opinion, it is better to be dealt with by adding is_reverse_engineerable = no line to that technology, than disabling debris as a general mechanics.
 

Melfice_Cyrum

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  • Stellaris: Federations
  • Stellaris: Necroids
My choice of mods are very small gameplay tweaks (the various mods that add events to the game), or are entirely aesthetic (144 Colours or the Emblems/Flags mod).

That being said, Civilan Trade and the Leader Level (sp?) mod are my favorites for adding things in the 'middle'.