MOD IDEA: “Stellaris: The Degenerate Age”

stellaris 3 - MOD IDEA: "Stellaris: The Degenerate Age"

The year is 100,000,000,000,000 AD.

The last of the Red Dwarf stars in the universe are dying, the Milky Way galaxy is a boneyard of dead stars and shattered worlds, and in orbit over one of the few remaining stars in the galaxy is where a new interstellar civilization has finally achieved FTL travel only to find itself in a completely desolate universe where stars, let alone habitable planets are a rare sight.

Gameplay Changes:

  1. Changes to Stellar Bodies: The only normal star type is the Red Dwarf and they are rare as hell. Most likely created by a fluke collision between two brown dwarfs. The most common stellar types would be White Dwarfs, remnants of dead main sequence stars, very small and hyper dense, no planets orbit them. Black Holes, Pulsars and Neutron Stars are much more commonly found. Dark Matter is a more plentiful resource as a result. Nebulae no longer exist.
  2. Changes to FTL: A new method of interstellar travel is the "Relativity Drive" which accelerates ships to near lightspeed (i.e. a painfully slow version of the old Warp Drive travel), necessary to explore and transit across the whole galactic remnant due to the hyperlane network having deteriorated into several unconnected networks and wormholes having all collapsed. Derelict Gateways no longer exist, having all gradually decayed beyond repair over the trillions of years since their original creation. Gateway remnants can be researched to unlock Gateway Creation technology. The Jump Drive can still be invented and it is no longer classified as dangerous technology as there is no energy for the Unbidden to consume in this universe anymore.
  3. Changes to Planets: Habitable worlds are always super rare, with maybe a dozen at most habitable planets in the whole galactic remnant. One change is that civilizations can now colonize barren and frozen worlds but they lack agricultural districts and, if they happen to orbit Black Holes and White Dwarfs, the lack of sunlight results in a hefty penalty to happiness. Food as a result is at a premium until orbital habitats are researched.
  4. Changes to Resources: Minerals and alloys are much much more scarce and as a result planetary and interstellar expansion is much slower, consumer goods and food upkeep is higher on colonies on uninhabitable planets due to the happiness penalty so not only does the player need to expand carefully but also judge whether a new colony is worth the potential food or consumer good deficit. Resources can also no longer be traded for one another.
  5. Changes to Diplomacy: Regardless of how positive the relations are between two empires, the "Survival" casus belli is available, any empire can declare war on any other empire to seize control of a resource needed for that empire to survive. In addition economic differences now negatively impact opinions as a more prosperous empire tends to make lesser ones jealous of their ability to prosper.
  6. Changes to Leviathans: They're dead. All of them.
  7. Changes to Megastructures: A new type of Dyson Sphere called a

    can be built, it functions the same way albeit with a lower energy output of 1.5K and needs to be fully completed before it can generate any energy. Also a new type of Ringworld called a Compound Ringworld can be build exclusively around White Dwarfs, an equivalent of only one Gaia World. while a full-sized Ringworld can only be built in orbit around Red Dwarfs.
  8. Changes to Fallen Empires: They're confined to only one system which contains either a Black Hole Bomb with four Orbital Habitats orbiting Shattered Worlds, or a full sized Ringworld around a Red Dwarf.
  9. EDIT: Changes to Random Events: The universe is a much more inhospitable place. Random events include Red Dwarfs turning into Blue Dwarfs, destroying all planets and structures in the system, neutron stars and black holes colliding and the resulting energy release wiping out whole sectors of space, rogue planets entering star systems under your control potentially colliding with your colonies, and so on.
  10. Changes to Endgame Crises: The Prethoryn have died when the latest Galaxy they reached lacked the biomass to sustain them, the Contingency's sterilizer hubs were rendered inoperable by stars turning into Red Giants or going Supernova billions of years ago and the Unbidden along with the rest of their interdimensional race have long since stopped watching this universe for any sign of activity, one solitary species that discovers the Jump Drive in a dying universe just isn't worth the effort anymore. However there are new endgame crises to replace them and unlike the vanilla game endgame crises, these ones are designed to split the galactic civilizations apart rather than get them together to fight a common enemy and are designed to test the galactic remnant's intelligence rather than firepower.
    A) The Strange: A collision of two Neutron Stars unleashes a stream of

    at near-lightspeed. The galactic remnant is showered by the strange particles which will randomly convert stars and planets into strange matter, doing so renders planets uninhabitable. The only way to prevent this is to research a very complex technology that can neutralize the Strange particles before they can enter your star systems, the technology however requires a lot of Dark Matter which may necessitate a war over the resource.
    B) The Collapse: A bubble of "true vacuum" from a "

    " that occurred billions of years ago in a distant galaxy is reaching the edge of the galactic remnant. The only way to survive it is by researching the L-Gate remnant that spawns in a Black Hole system at the opposite end of the galaxy and construct a massive gateway that would lead to another galactic remnant millions of light years from the bubble. Warfare may once again be necessary by the empires closest to the bubble to ensure their survival by expanding to areas of the galaxy out of the bubble's reach for the time being.
    C) The Decay: The universe has existed for such an unimaginably long period of time that matter itself has began to decay. The Proton Decay crisis begins when scientists begin to make note of superheavy elements decaying at a much faster rate and with a much lower energy output. A timer begins at the end of which all matter needed to maintain life would decay completely and life in the universe would become impossible. The only way to survive is by researching two technologies, "The Von Neumann Probe" and the "Universal Engine". The latter allows your empire to channel all of its energy into creating a new universe and a Von Neumann probe can be used to re-create your empire's race using the matter of the new universe.
  11. In Conclusion: The idea is that the mod turns the game into a Survival game where resources are tight, fleets are smaller and wars will cost you much more than before.

Any thoughts?

Source: Original link

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