Stellaris

Stellaris

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Psionics Tri-Expanded 3.12
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26 Aug, 2024 @ 1:19pm
20 Nov, 2024 @ 8:15am
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Psionics Tri-Expanded 3.12

Description
Forward
This mod does not overwrite any vanilla files!
This mod does not, require you to go down the Psionic Ascension
Should also work with things post 3.12 until paradox changes something. If you encounter an issue let me know :D

I would change the name to remove the 3.12 but that causes issues with uploading mods for me.
I have been working on this on and off for a year and it has undergone at least 2 major reworks during that time. If you encounter any bugs please let me know! And I hope you enjoy!

Not currently compatible with mods that add new ethics. Once I have more time and once any potential bugs are more ironed out here, I will work on that.

If you enjoy the mod, a thumbs up would be appreciated!

Updated version of Psionics Tri-Expanded for 3.12 with a rather large rewrite to many parts of it.
Every civic has been reworked in some way and there are more stages to acquire.
While they can start off seeming weaker than they where before, each civic has new modifiers that I think makes up for this. And they can become more powerful by the end game than they originally could in the previous version.
Civic Stats go from 5%-60% over the course of the game.

For more detailed information see the Discussion: So What Does This Do?

Friendly Reminders!
1: This mod does not overwrite any vanilla files! As such it should be completely compatible with any other mods that effect anything related to psionics.

2: This mod does not, require you to go down the Psionic Ascension Path.

3: This mod does not have a conflict with PD's Shrouded Planets.

4: Machines and Hive can also utilize this mod!

5:This mod plays just fine with Psionic Species Expanded.

Accessing Psiocracy Projects
First research a new technology called Escoteric Energy Studies.
This tech can be drawn on game start but gets more common as the years pass.

A couple of years after researching it, you will get a Special Project.
Completing the project will give you 1 of 3 special civics based on your ethic/civic choices and 1 Empire Modifier based on your authority.

Next Psionic Theory, or the Machine/Hive versions the mod adds that requires Self Aware Logic/Epigenetic Triggers.
Soon after that, a new Special Project will be possible.
Completion of this project will upgrade your Civic/Modifier stats as well as grant you the 2nd of the civic set.

After that, you can take the Psionic Ascension AP, this does not require the Psionic Traditions.
This Perk grants you instant access to the Ascension Special Project. Completing your set of 3 civics and pushing you to the newer content the mod adds.

After that you will have a choice. I wanted to try something different, so the default choice is a story featuring an NPC and an archaeological site. There is even potential for a large scale battle. If you encounter this battle and loose, do not worry. It is not permanent and you will get your system back.

But for anyone who does not want to do story fluff, there is an alternate path available that proceeds as the first 2 projects worked. Research a tech, do a project ect.


To Do
New Techs
Balance Tweaks
Getting customizable districts to work on other shrouded worlds
New Traits

Credits
A continuation of Psionic Re-Expanded created by MightNight & Disafae.
Using the base of Psionics Re-Re-Expanded done by Sumrex in their continuation of the mod.
I present my take on it with Psionics Tri-Expanded V2 by me.
Popular Discussions View All (2)
1
27 Sep, 2024 @ 1:16pm
So What Does This Add?
Cephalon Sithalo
0
31 Aug, 2024 @ 8:52am
Tier 1 Civic Stats
Cephalon Sithalo
166 Comments
Cephalon Sithalo  [author] 23 Jan @ 10:29pm 
This update for the extra ethics is just wrecking my brain. I am trying though.
Cephalon Sithalo  [author] 19 Jan @ 6:52pm 
It is something I want to add but I have not gotten around to it yet.
I have been working on stuff to make it compatible with a couple other mods that add extra ethics.

After I finish and bug test that I will see about potentially adding something that gives them shields and jump.
Glory 19 Jan @ 6:42pm 
Will this mod allow a machine hive mind to use psi tech like the shields and psi jump drive?
Cephalon Sithalo  [author] 7 Dec, 2024 @ 7:17pm 
Oh thats where the Dark Matter weapons are coming from.
I wouldnt likely balance the weapons around being as powerful as those. I try not to balance around other mods because there are just to many of those. If I was to do that then id risk making something too powerful for some people or not fair for others.

I do have some ideas for how I want Psionic weapons to be and have had them since before working on this so I will probably try to incorporate that into it.

This extra ethic addon patch has just been a lot of rework and I've had to take some breaks between the dullness. Maybe if I had a Kofi or Cashapp thing I would be more invested in finish the project or maybe I would be more stressed that the project will break lol
Fay'hlen Nokctra 7 Dec, 2024 @ 6:20pm 
ye that mod does add stuff which is nice but unfortunately the psionic gear is somewhat weaker then the psionic missiles from teh anicent cache of technologies mod in which the psionic weapons are as good as dark matter weapons
Cephalon Sithalo  [author] 7 Dec, 2024 @ 5:28pm 
Extra Ship Components NEXT This one adds a plethora of new components including Psi weapons.

Are Dark Matter weapons a thing in vanilla? I know there are reactors and shields. I rarely ever get any of them.

I do wanna add components. I dont want all the techs to just be modifiers or building unlocks. It is just a lot.

After this addon stuff for the Ethic mods is done I will see about readding shipsets and making some components :LotusFlower:
Fay'hlen Nokctra 7 Dec, 2024 @ 2:32pm 
well if you do im all for it psionic weapons are awsome a nice alternative to dark matter and i dont know any mods that add psionic weapons i only have 1 that idk which one its from that add 2 explosive weapons which are so fun to use
Cephalon Sithalo  [author] 6 Dec, 2024 @ 7:38pm 
Im honestly not sure. I have thought about it but there are other mods that add psionic weaponry and such.

Personally I would make a huge psionic weapon tree of a large variety of weapons along with shields and armor and auras and ectectect. And I would probably try to find some way to color code them like the current ones do.

But that would just be so so so much to do. I would like to add some weapons at least but... I am worried it would be a pandoras box for me :LotusFlower:
Fay'hlen Nokctra 6 Dec, 2024 @ 4:35pm 
will this mod also include more psionic based weaponry for ships?
Cephalon Sithalo  [author] 2 Dec, 2024 @ 3:08pm 
I am looking into the ethic & civics mod compatibility again (I couldnt after last time)
I have found some ways to change the files here for better function and less hassle for the creation of the addon...
But, those extra ethic points are really grating.

When I upload the addon I will update this, this is my way of saying things may break because a lot goes into ensuring proper civic application when the player changes ethics and that is difficult enough to ensure proper flow when you just have 1 fanatic and 1 basic.

When you add in 2 fanatics and a basic or 1 fanatic and like 3 or 4 basics it just grows to be a bit of an increasingly complicated mess to ensure everything will swap in and out correctly.

Heavy WIP just figured id warn the next update may have issues :LotusFlower: