Stellaris

Stellaris

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EAC: New Additions
   
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905.303 KB
16 Sep, 2017 @ 4:11pm
22 May, 2018 @ 8:17pm
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EAC: New Additions

In 2 collections by The Dadinator
Mods I like
25 items
EAC Mods for 2.1
8 items
Description
This mod contains things my son and I thought would make the game more fun to play, including new strategic resources for planets and for the galaxy, new traits for admirals and governors, new buildings, new technologies, and more.

First 2.2 Mod Released - New Additions - Edicts and Decisions!


Latest Updates
  • War-related things removed and now only exist in EAC: At War.
  • Updated strategic resource deposit logic to match Niven update

Planetary Strategic Resources / Buildings
These behave similar to Betharian Stone / Betharian Power Plants
  • Rare Minerals / Rare Mineral Mine: +10 minerals
  • Fertile Land / Fertile Land Farm: +6 food
  • Fertile Land / Green Smoothie Factory : +6 food [Requires DLC Synthetic Dawn]

These behave similar to Alien Pets / Xeno Zoo
  • Unusual Metals / Alchemists Forge: +4 engineering, +4 unity, +5% planet engineering output
  • Gravitational Anomaly / Anomaly Research Facility: +4 physics, +4 unity, +5% planet physics output

Galactic Strategic Resources
These behave similar to Dark Matter
  • Glaretram Liquids: +10% engineering output
  • Yimello Vapor: +10% society output

These behave similar to Pitharan Dust
  • Kizerain Ore: +10% mineral output
  • Vasagle Crystals: +10% energy output

Other
  • Drurg: +25% ship speed
  • Bylon Crystals: +15% ship build speed, +15% building build speed

Other Buildings
These behave similar to Mineral Processing Plants for Food
  • Food Packaging Plant: +2 food, +10% planet food output
  • Advanced Food Packaging Plant: +4 food, +20% planet food output
  • Paste Processing Plant: +2 food, +10% planet food output [Requires DLC Synthetic Dawn]

For Habitats [Requires DLC Utopia]
  • Physics Laboratory Complex - Habitat physics-only research building (+5 physics research)
  • Bio-Laboratory Complex - Habitat society-only research building (+5 society research)
  • Engineering Laboratory Complex - Habitat engineering-only research building (+5 engineering research)

Miscellaneous
  • Fertile Land / Enhanced Bio-Lubricant Refinery : +2 energy (-2 food), -3% robot upkeep [Requires DLC Synthetic Dawn]
  • Luxury Goods Manufacturing Plant: -2% consumer goods cost, +2 minerals. Requires having a Rare Mineral Mine on the planet and is planet unique.
  • Gourmet Restaurant: +5% population happiness, +25% planet migration attraction, +2 food. Requires having a Fertile Land Farm on the planet and is planet unique.
  • Advanced Prefabrication Facility: 15% planet building build speed, -15% planet building cost, +2 engineering research. Requires having a Alchemists Forge on the planet and is planet unique.
  • Gravitational Application Lab: -5% population happiness, +3% field manipulation research, +2% particles research. Requires having a Anomaly Research Facility on the planet and is planet unique.
  • Galactic Stage: +500 influence cap (empire unique)

Edicts, Campaigns, and Unity Ambitions
Planetary Edicts
  • Frontier Paradise - Planetary Edict giving +50% migration (cost varies by number of planets in empire)
  • Expand Habitat - one time Planetary Edict to give a habitat 3 more tiles [Requires DLC Utopia]

Research Grants
  • Physics Research Grant - Campaign (energy edict) to boost physics research by 25% (cost varies by number of planets in empire)
  • Society Research Grant - Campaign (energy edict) to boost society research by 25% (cost varies by number of planets in empire)
  • Engineering Research Grant - Campaign (energy edict) to boost engineering research by 25% (cost varies by number of planets in empire)
Note: Only one research grant can be active at a time

Propaganda Against Ethics
  • Propaganda Against Xenophobia - Campaign (energy edict) to suppress xenophobia by 50%
  • Propaganda Against Xenophilia - Campaign (energy edict) to suppress xenophilia by 50%
  • Propaganda Against Pacifism - Campaign (energy edict) to suppress pacifism by 50%
  • Propaganda Against Militarism - Campaign (energy edict) to suppress militarism by 50%
  • Propaganda Against Materialism - Campaign (energy edict) to suppress materialism by 50%
  • Propaganda Against Spiritualism - Campaign (energy edict) to suppress spiritualism by 50%
  • Propaganda Against Authoritarianism - Campaign (energy edict) to suppress authoritarianism by 50%
  • Propaganda Against Egalitarianism - Campaign (energy edict) to suppress egalitarianism by 50%
Note: you cannot wage propaganda against your governing ethics

Other Technologies
  • Technologies to unlock all of the above
  • Continuing Education: Society repeating tech that gives +5% leader experience gain

Leader Traits
Admiral
  • Navigator: -25% ship wind down, -25% ship wind up

Governor
  • The Electrician: +15% energy output
  • Mining Boss: +10% mineral output, -20% mining network build cost

Compatibility
This mod does not overwrite any vanilla files so it should be compatible with other mods.
EAC New Additions works without any Stellaris DLC but contains some additions that are only available with certain DLC as noted.
Compatible with Stellaris v2.1.* (Niven)

If you like this mod, please rate and favorite.


Patch Mods
These optional patch mods enable better cross-mod support for the indicated mod:

Our Other Mods

Bugs, Feedback and Suggestions
You can post comments here or in the Discord channel for my mods[discord.gg]. I take all constructive feedback and suggestions seriously.

[discord.gg]
Popular Discussions View All (2)
23
27 Jun, 2018 @ 4:22pm
PINNED: Suggestions Thread
The Dadinator
18
3 Jun, 2018 @ 6:55am
PINNED: Bug Thread
The Dadinator
171 Comments
CTH2004 24 Feb, 2019 @ 10:39am 
Ok!

Thanks!
The Dadinator  [author] 24 Feb, 2019 @ 10:13am 
When I get to that point sure.
CTH2004 24 Feb, 2019 @ 9:57am 
If it comes out in pieces, could you put all of the "pieces" in their own collection, seperate from the 2.2 Mods (Also i nthe 2.2 mods of cours), that way, you can subscribe to all of thme with the touch of a button!
The Dadinator  [author] 18 Feb, 2019 @ 4:15pm 
@TurtleSchroom - Ever wanted a research grant targeted at a particular branch of research? Want to weed out troublesome ethics using state run media? Want to expand your habitats for more growth? From the ashes of the original EAC: New Additions mod comes the edicts and decisions that were part of it, updated for 2.2.
Read more on the workshop:
https://steamproxy.com/sharedfiles/filedetails/?id=1660238390
TurtleShroom 11 Feb, 2019 @ 3:03pm 
Sure, I have no problem waiting on that.
infernalthing 11 Feb, 2019 @ 2:46pm 
Doesn't bother me if it's in pieces.
The Dadinator  [author] 11 Feb, 2019 @ 10:15am 
If I do revive this, are you OK with it coming out in pieces, meaning multiple mods? The campaigns and ambitions could release pretty quickly (not much change is needed in that code), whereas the resources and buildings need much more work to get in line with 2.2.
TurtleShroom 10 Feb, 2019 @ 9:44pm 
Instead of increasing the maximum Influencw storage, consider having the building create Influence.
The Dadinator  [author] 10 Feb, 2019 @ 8:31pm 
And I even did a bit of research tonight... the Galactic Stage would need to be completely rethought if it comes back... no way to increase influence max anymore... a modifier is still there but it does nothing now :(
The Dadinator  [author] 10 Feb, 2019 @ 6:46pm 
Thank you for your enthusiasm. It does mean a lot. I will see what I can do. I am finishing up two other mods this week so I won't have cycles at least until next week to plan anything.