CoFH - Stellar Expansion Author: King Lemming Hey there! So the purpose of Stellar Expansion is to add onto the vanilla Stellaris experience while not introducing things which are too terribly imbalanced or out of place. For features which change the game in a large way, I'll be putting those into their own separate modules. If you read that, thanks. If you just wanted a list of everything in the mod, then here you go: ################################################################################ # Buildings ################################################################################ General -------------------------------------------------------------------------------- Grand Retail Center: Planet-Unique Build: 360 Days 200 Minerals Requires: 2 Energy Produces: 2 Unity (if Egalitarian) 2 Unity (with Functional Architecture Civic) 1 Engineering Research (with Functional Architecture Civic) Planet Modifier: -5% Building Cost -15% Consumer Goods Cost Prerequisites: Tech - Colonial Centralization Holosseum: Planet-Unique Build: 360 Days 200 Minerals Requires: 3 Energy Produces: 2 Unity (if Militarist) 2 Unity (with Warrior Culture Civic) 1 Society Research (with Warrior Culture Civic) Planet Modifier: +10% Army Damage +5% Happiness +5% Government Ethics Attraction Prerequisites: Tech - Combat Training Robot Maintenance Facility: Planet-Unique Build: 540 Days 350 Minerals Requires: 1 Energy Produces: 2 Minerals 1 Engineering Research Planet Modifier: +10% Robot Production Output Prerequisites: Tech - Robotic Workers **AI cannot be outlawed. Xeno Nutriment Factory: Planet-Unique Build: 360 Days 200 Minerals Requires: 1 Energy Produces: 4 Food 2 Society Research Planet Modifier: +10% Food **+15% with Livestock or Processed Pop on planet Prerequisites: Tech - Alien Life Studies Energy -------------------------------------------------------------------------------- Capacitor Bank I: Build: 210 Days 60 Minerals Empire Modifier: +1000 Maximum Energy Adjacency Bonus: +1 Energy Capacitor Bank II: Build: 180 Days 90 Minerals *Planetary Administration (or better) Empire Modifier: +1500 Maximum Energy Adjacency Bonus: +1 Energy Prerequisites: Tech - Global Energy Management Capacitor Bank III: Build: 180 Days 120 Minerals *Planetary Capital (or better) Empire Modifier: +2000 Maximum Energy Adjacency Bonus: +1 Energy Prerequisites: Tech - Planetary Power Grid Food -------------------------------------------------------------------------------- Agri-Repository I: Build: 210 Days 60 Minerals Empire Modifier: +50 Stored Food Adjacency Bonus: +1 Food Agri-Repository II: Build: 180 Days 90 Minerals *Planetary Administration (or better) Planet Modifier: -5% Growth Time Empire Modifier: +75 Stored Food Adjacency Bonus: +1 Food Prerequisites: Tech - Eco Simulation Agri-Repository III: Build: 180 Days 120 Minerals *Planetary Capital (or better) Planet Modifier: -10% Growth Time Empire Modifier: +100 Stored Food Adjacency Bonus: +1 Food Prerequisites: Tech - Gene Crops Minerals -------------------------------------------------------------------------------- Betharian Mining Network: Build: 180 Days 120 Minerals *Planetary Administration (or better) Requires: 2 Energy Produces: 10 Minerals Prerequisites: Tech - Betharian Refining ################################################################################ # Technologies ################################################################################ Engineering -------------------------------------------------------------------------------- Inertial Compensators: Voidcraft Prerequisites: Tech - Carrier Operations Effects: +50% Strike Craft Speed Orbital Drop Pods: Voidcraft Prerequisites: Tech - Ceramo-Metal Materials Effects: +50% Army Landing Speed Protocol Droids: Industry Prerequisites: Tech - Droid Workers Tech - Sentient AI Effects: +1 Influence +10% Trade Attractiveness +10% Trust Growth Research Consortiums: Industry Prerequisites: Tech - Nanomechanics Effects: +1 Research Alternative Robot Assembly Optimization: Industry Repeatable (5x) Prerequisites: Tech - Robotic Workers Effects: +10% Robot Build Speed Physics -------------------------------------------------------------------------------- Deep Scanning Algorithms: Computation Prerequisites: Tech - Administrative AI Effects: -5% Anomaly Fail Risk +15% Anomaly Discovery Chance Multiphasic Scanning: Field Manipulation Prerequisites: Tech - Subspace Sensors Effects: +15% Survey Speed +15% Anomaly Research Speed Positronic Algorithms: Computation Repeatable (5x) Prerequisites: Tech - Sentient AI Effects: +2% Research Speed +3% Robot Production Output Society -------------------------------------------------------------------------------- Battlefield Leadership: Military Theory Prerequisites: Tech - Centralized Command Effects: +15% Army Morale Intensive Ecological Engineering: New Worlds Repeatable (5x) Prerequisites: Tech - Terrestrial Sculpting Effects: +10% Terraforming Speed -5% Clear Blocker Time Interplanetary Military Logistics: Military Theory Prerequisites: Tech - Centralized Command Effects: -15% Army Cost -15% Army Upkeep Psi Diplomatic Corps: Psionics Prerequisites: Tech - Psionic Theory Effects: +2 Influence +20% Trade Attractiveness +20% Trust Growth Xeno Confidence: Statecraft Prerequisites: Tech - Xeno Diplomacy Effects: +15% Trust Growth Xeno Negotiation: Statecraft Prerequisites: Tech - Xeno Diplomacy Effects: +15% Trade Attractiveness Countermeasure Technologies[3] -------------------------------------------------------------------------------- Machine Consciousness Countermeasures: Engineering - Voidcraft Effects: +20% Damage to Machine Consciousness Vessels Extradimensional Invader Countermeasures: Physics - Particles Effects: +20% Damage to Extradimensional Invaders Prethoryn Sourge Countermeasures: Society - Biology Effects: +20% Damage to Prethoryn Creatures Fallen Empire Countermeasures: Engineering - Voidcraft Effects: +15% Damage to Fallen Empire Ships ################################################################################ # Notes ################################################################################ [1] This is produced by the Fleet Support Command and essentially limits all Empires to a total of 1 Command and 3 Complexes. [2] This is produced by the Diplomatic Hub and essentially limits all Empires to a total of 1 Hub and 3 Embassies. [3] These technologies are unlocked via Special Projects which appear after the respective fleets have been engaged in battle with your forces. Once unlocked, the technologies can be researched normally and/or completed by destroying those ships in combat.