"The pre-requisites for Mega-Engineering aren't just Battleships, Deep Space Installations and Zero Point power; while those are, indeed, needed, one has to remember that Mega-Engineering is a Tier IV tech, meaning that for it to be available, 8 Tier 3 technologies have to be researched first. Stellaris Wiki Active Wikis. Paradox Interactive has published a video and developer diary, dedicated primarily to the free update “Lesser Dog” for the space strategy Stellaris . Stellaris is a science-fiction grand strategy game, with a focus on space exploration and managing vast intergalactic civilizations. Stellaris enhanced mod collection. Report. Executive Vigor: there are a lot of great edicts now, and Executive Vigor lets you run two additional ones. Do Crisis ships still ignore costs. This is still helpful in 3. Level 1: +75% Healing Rate, Pawn will reverse-age 10 years per year to target age. Strictly speaking, a military rush is a better tech rush than most tech-bloom builds because you conquer more scientists. 6. Stellaris 2. But here's why it's not essential that you do it yourself: The AI is using auto-design to design it's own ships too, so if you use auto-design, you're not at a disadvantage, you're merely on a level playing field. Created by Inny [The Merger] This mod is a global compatibility patch for Stellaris 3. Stellaris is a sci-fi grand strategy game set 200 years into the future. Really makes me want to play with the new alien and ancient totally discovered by our scientist toys . Ironically, there is an advanced armor option known as Dragonscale Armor. well good thing they made it a demo. " Extra Ship Components " aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. At that point of the game all of my ships were using archeotech weapons, both through my own design choices and from auto-upgrading. 0 and 3. Next step up the ladder, add four battleships. The abundant and guaranteed sites it gives you will give your worlds plenty of relic deposits. 020 vs. Stellaris Wiki Active Wikis. Synthetic ascension is the best in terms of resource production, but is also the most expensive path in terms of the research and technology required. Stellaris. . . Reply fieldy409 Fanatic Xenophile •. 85 -1 = 1. 8 if you need to take the archeotech ascension perk, e. This Edict is a focused administrative effort to reprioritize and re-evaluate production goals, yielding a boost to mining output. But it's still annoying, especially if a tech would effectively be detrimental to take (like Synths), or the archeotech components (if you're relying on auto-design for some reason). Apr 17, 2021; Add bookmark #6 My last two games were Inward Perfectionist Void Dwellers and Barbaric Despoiler Void Dwellers, yeah I needed a bureaucracy habitat or two, but it was fine. Load this after anything that might override archeotechs. These techs are dirt cheap and do so much for your economy so you want them as soon as possible. 5 dps on a small 100 range by. Highlights include: - Psionic weapons. #3. You get pre-FTL insight techs from pre-FTLs. shields shields shields man. THE turtle ascension perk, with good choke points can compensate for an under-developed or crippled fleet. • 4 yr. Stellaris has 169 different Steam achievements. The problem is that it feels bad to lose a battle and realize it. Uniquely among event chains Rise of the Manifesti can allow the creation of a new Faction type. Or they claim a system, excavate it and then dismantle the outpost again. 11, 2001, terrorist attacks. All the non-Cybrex precursor systems do that now. 30+ new "discovery!" events. I play with ACOT and keep seeing my powerful precursor starbases and precursor orbital rings equipped with Ancient Suspension Fields and Ancient Pulse Armors despite having plain superior Delta and even some Alpha components. However that will be impossible once you got a Purifier on your border. You can use this mod to give you a challenge or just prevent the AI from killing them early game. and Planetary Diversity (with comp patch) all work fine with salvor's AI mods. 1 Lem update, or from a previous update that hasn't made it to the wiki. Install Ancient Caches of Technologies: Sins of the Fallen Empires Mod via Steam. so first the missing techs. Stellaris Tech Trees. resources – An Economy Unit that determines the resource output and activation cost. run. As you can see it's not quite as simple as what I've seen a lot of other people post. The perk, for whatever reason, only applies to the weapons. You literally can't get enough minor relics to deploy something like the Nano-Missiles at scale. I'd be surprised if we see any balance or QOL changes, but we might if they feel they can. A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. The missiles and the defence modules are useful early/mid game, but once you hit late game and start grinding repeatables they just become obsolete. WARNING: This mod modifies vanilla files and may not be compatible with other mods. It's been said that "remnants" origin will get you the archeotech institute already unlocked and you can start mining artifacts and techs right away but you lose the deposits if you ecumenopolize it and bulldoze all of the ruins. X branch). 6 items. We’ll be collecting general feedback and Out of Sync errors until the end of April. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Play with a friend doing the new origins in coop I took the archeotech ascension perk, he didn't but we got the same stats from the new archeotech. it does seem to make sense to double down on it if i go psionic cloaking too which i did the last game. Subscribe to download. : A planet that gives out 10 minerals, being an old Irassian Shipyard. Report. So you get starbase modules that give 25% shield hardening, and then the shield and armor items that give shield hardening and bonus shields. ago. In that case, delete the mod from the mods folder, start the launcher, close the launcher, and install the mod again. Stellaris 50382 Bug Reports 30693 Suggestions 19093 Tech Support 2880 Multiplayer 377 User Mods 4628 Stellaris AAR (After Action Reports) Console edition 1213 dyrk Second LieutenantThe way archaeological sites work forces the player to go wide instead of tall. 6. Go to and use code POGHF92842 for my special HelloFresh discount and to support my channel! #adStellaris: First conta. No, because alpha strike weapons have been nerfed into the dirt, and the meta of combat is completely different. "Tech/tradition cost" refers to the game setting. . 1. r/Stellaris • 8 mo. I think you have to talk with the Curator Order for them to spawn I believe, costs 100 opinion of them to talk about that subject. Advertisement Coins. HOW Disruptors Became GOD Tier In StellarisDisruptors are now GOD Tier In Stellaris, but WHY? This Video will answer your question on WHY Disruptors Are OVER. They're as easy as it gets, sizes ranging 15 to 25. Looks like an oversight to me (just like you can make any weapon into a gold-plated gun, even a non-gun weapon). Jump to latest Follow Reply. - Archeotech Components now automatically upgrade to Delta Techs. This mod completely removes all archeotech ship components from the game. In this video we explore all of the effects of synth ascendancy and how it compares to t. This mod is a standalone version of the archivist enclave from my mod Forgotten History. For first time I was playing stellaris with huge amount of refinery resources, all thanks to this building. i use standard 1x costs but that one is entirely up to you, generally going to get to late game faster the faster the research is completed. Also I think the best combination is to use armor + hull utility slots, and not using any shields. For a roughly 20-year period, I was *barely* holding my energy balance together and could only do so by selling off archeotech periodically. 2. You don't get archeotech from pre-FTLs. The missiles and the defence modules are useful early/mid game, but once you hit late game and start grinding repeatables they just become obsolete. This mod will extremely buff the following creatures. The 3k minor artifact cap is pretty painful now. Stellaris 50522 Bug Reports 31042 Suggestions 19184 Tech Support 2912 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Similar to technological ascendancy, this ascension perk can be picked early. The engagement range of the entire fleet is based on the longest range weapon in that fleet, as you say. It adds 19 archaeology stories written by the community members. It was created by user Turanar, and is being kept up. Improved Relic Integration. i like the new tec, but it seems odd that the turrets look just like regular ones, ideally it would have been cool to get an shipset based around archeotec, maybe like sticking parts of FE ships on an improvised hodgepodge of spacetoasters , maybe something more stylised , or enigmatic looking thing, the art on the weapons. Then I have selected an empire with the Prosperous Unification Origin. clone_army_digsite. By adding ships to existing fleets and doing upgrades, it becomes much more effective. The auto-design will never really make a design that has synergy. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Building and expansion priorities are reworked to take it into account. Neutron Launchers. Alacrity Recruit. Stellaris: Ancient Relics story pack feature breakdown by Stellaris' game director Daniel "Grekulf" Moregård. Compatible. C-Tier consists of perks that are below average and not very much useful. Charges may be seen by hovering over the regenerator in the health menu. Society research. Stellaris is a game with many independent actors, what is a good idea and what is a bad idea depends on how other actors act or are supposed to act. Do the devs intend to scale some of them or no? Also wtf is cloaking? I don't even know how to use it and haven't seen any AI use it either. ). With those, I was able to create 3 cruiser/battleship/titan fleets using all archeotech, about ~300-350k in total as I got into repeatables, and the costs that come with that. Cheaper Alloys cost than armor. It may be a lot easier to use with the Rubricator, I dunno if I'll even consider using it that much otherwise. For some reason I can't choose to put acheotech for my weapons but if I choose autofill it'll fill it with archeotech. Stellaris Combat is getting a rework, the Stellaris devs have announced this year at PDXcon 2022. So usually these federations get crushed by conquering instead of "breaking". 78 Badges. . Can be really useful early game for protection and useful mid/late game for some extra firepower when luring crises into choke points. The tooltip says they have 100% shield and armour penetration, so I was wondering if anyone knew how they'd stack up compared to disruptors? Especially if you've taken the archeotech ascension perk and/or have the rubricator. (Without acrimony, simply doing dishonest commercial advertising. Store: Story pack. Than they had their atomic war and bombed themselves back to the medieval. 321. May 2, 2021; Add bookmark #1 I am NOT looking for the best ship design. 138 Badges. It may also require the Archeotech Ascension perk. Paradox Interactive has published a video and developer diary, dedicated primarily to the free update “Lesser Dog” for the space strategy Stellaris . These IDs are usually used with the research_technology tech ID command. In my game last night, I annoyed a fallen empire and they declared war, caught my fleets by surprise and destroyed quite a chunk of them. It is an odd request to defend the galaxy. They are only marginally better than other components (questionable, some feel worse). Paradox Staff. What with this and archeotech, the patch is very much about building more types of ships rather than just having one design per class. Three million fleet power isn't much in the grand scheme of things. They are 4 times more expensive than regular ones, but also give a much higher mobility boost compared to the normal archotech legs. Investing in science in normal starnet could be a suicide decision, here it's a great choice. Menacing Destroyers on the other hand are pretty well rounded overall. 72 items. Remnants is set to required for this civic, because you will need a constant supply of artifacts to fuel this tech, and it's kinda on theme for. apf5 • 6 yr. In short, you can build so to have a decent chance of drawing the weapon techs at the tech tier 3, and have them. fixed in today's patch, replaced with growth/assembly speed bonus. In case you are playing xenophile or otherwise welcoming immigrants, the 2nd best is Xeno-Outreach Agency, which provides Immigration Pull +25%. The fact that we find it from pre-FTLs is problematic, but hey! It's a game. It doesn't require the perk. Like am I missing something with them because they just seem overall worse then there normal counter part outside of not having a limited min range. 7. Add a Comment. Apparently, destroyer with archeo missiles and swarmers works wonders (give it 15% hardening on the shields with the shield. Maybe if one were to be very lucky and get a couple of relic words and Archaeological sites to get a big gain of artifacts it would be ok, but otherwise with only a couple of them each month things get hard as the cost of single small weapon is 8, medium 10 and large 12 A corvette with 3 small Archaeotech Weapons already costs 24. Archeotech is the term in Low Gothic used throughout the Imperium of Man to refer to formerly lost advanced Human scientific knowledge and technology from the Dark Age of Technology, the Age of Strife or even the Imperium's own Golden Age during the Great Crusade that can be recovered in the present time. 1 archeological site. Although the secrets are good, the +1 pop is useless after 2240 and you don't finish the precursor event chains until 2250 on average. Stellaris Real-time strategy Strategy video game Gaming comment sorted by Best Top New Controversial Q&A Add a Comment Fluffy-Tanuki • Additional comment actions. It can only happen once per game. 1. Stellaris. Stellaris Wiki Active Wikis. I wated to know if the dark matter tech synrgizes well with the archeotechs on the late game (as to build those supposedly. My Stellaris Suggestions: Add More Premade Empires | Add Option to Disable Sol. This is a searchable and complete list of Stellaris technologies and their IDs. 72 Badges. 2. EDIT: It is better with the Archeotech Engineers ascension perk, it gives +5 archeoengineer jobs. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and. The main problem with archaeotech is two-fold: Firstly, relic production generally doesn't support the artifact requirements of equipping large fleets with archaeotech, so due to the supply of artifacts rapidly dropping off it is generally an extremely bad AP outside of dedicated builds and secondly,. Science wont help you if you get steamrolled by 4k corvettes while you can barely afford half a fleet. With the ascension perk they're scaled to be slightly better than using a tier 3 component/weapon. A mod that I've been using for fun since the introduction of Leviathans and Distant Stars. It scores high on versatility and reliability. It doesn't unless you're playing a mod. Related Topics Stellaris Real-time strategy Strategy video game Gaming comment sorted by Best Top New Controversial Q&A Add a Comment Darvin3 • Additional comment actions. The macro battery is an extremely niche weapon and should be avoided. These can be ignored, habitat event rewrite is coming. Do the devs intend to scale some of them or no? Also wtf is cloaking? I don't even know how to use it and haven't seen any AI use it either. 2. Content is available under Attribution-ShareAlike 3. To get a fully cleared cybrex ringworld. 17 times the amount of shield power, then it is still worth it, even against bypass weapons. This massive burst of hull damage means retreat is unlikely and neutron. Large. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. I was able to a. A corvette with 3 small Archaeotech Weapons already costs 24 artifacts, how does one keep fighting if every. Is there any strong way to take advantage of Menacing ships not requiring Minor Artifacts to have Archeotech? As the title says. k. Reduces Minor Artifact Cost by 40% for Archeotech Components. Tho that was already in 2. Content is available under Attribution-ShareAlike 3. Relic raider. I just want a suggestion for maybe 1-2 ship builds for each kind of ship. Archeotech Makes Juggernauts Waaaaaaay More Tanky. This holds true in stellaris, where armor has no inherit advantage over shields other than the lack of power cost, so shields are pretty much just better until you run out of power for them. 2. Archaeotech in general is worth entertaining, if only for the economic buildings, which can be very strong. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. This command removes the specified modifier from the celestial body that you currently have selected. If you take Become the Crisis and put them on menacing ships, they're incredibly strong. autocannons from taking down the collecter bot uses nanites again also hard to come by mats and if you like a lot of archeotech on your ships damn that 5k limit on how much minor relic you can store can dissapear in game days. * Also allows hivemind species to pick psionic and cybernetic ascensions. Paradox Interactive. All trademarks are property of their respective owners in the US and other countries. NOTE: I made this on Small-Elliptical map. Then i would only recommend to build 1-2 Labs, everything else needs to be put into Alloys. LEADER PORTRAIT BUG IS BEING FIXED FOR 3. The first time a celestial body is surveyed by anyone, there is a 5% chance of revealing an anomaly, which is increased by 0. sound – A reference to a sound instance that indicates the sound to be played for activation. As a rare tech, Basic Cloaking Fields has a small chance of appearing. 1. Cloaking is a useful way to send ships through borders undetected. 25. After nearly 1100 hours in Stellaris, today I learned. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. There are a lot of different loadouts you can try in stellaris, so it can be a bit confusing for n. fixed in today's patch, changed to raw +hp/sec instead of %. It currently provides the following. Especially if you've taken the archeotech ascension perk and/or have the rubricator. What a wonderful little mod!Tier 3 Archaeostudies Tech. #6. (There goes over 600-700 artifacts) One fleet consumes over 2000-2500 minor artifacts and now I get stuck waiting for years to decades to build another cool fleet full of ancient weapons. For those unaware, Shield Hardening is a new ship stat that is given by a new module, Shield Hardener, which give a percentage for shields to apply to weapons that would otherwise bypass shields, like Missiles and Torpedoes. the refinerys are insane value, the ramparts, and shieldbatterys pair well with starbase stacking, and the armour and shields are so immensiely flexible, and energy efficient, they are easily competing with there t5 if not t6 components, especially for that price, on the other hand, even if you wanted to stick ontoo your archeotec weapons intoo. Guilliman88 Planet Modifier Guy. Tier 3 Archaeostudies Tech. That means tall empires either go wide or don't get to excavate sites. Once a player finishes any tradition. 2019-06-04 / 2. 9. This mod adds a range-120, medium slot version of the archeotech missile. Here's a quick guide on what different weapons do in game. Precursor Archeotech will spawn as a resource on planets with a precursor modifier (either as a space deposit on uninhabitable worlds, or a planetary feature (precursor ruins) on a habitable planet. The best repeatable techs are Energy Credits, Energy Fire Rate, Energy Damage, in that order. Buffs to Archeotech weapons (as we see with the current ascension perk) Exclusive Archeotech weapons and buildings. 3x, altho I might try something even slower at some point. More information can be found in - Stellaris Dev Diary #293. Repeatable Archaeostudies Tech. Reduces Minor Artifact Cost by 40% for Archeotech Components. archeotec shipsets. Cloaking is a useful. Go to Stellaris r/Stellaris. 25 / ×2. Prerequisites: Archaeoengineers Ascension Perk. ; About Stellaris Wiki; Mobile view The Archaeo-Engineers ascension perk does give a +33% weapon damage boost to any Archaeo-weapons (those types of damage boosts arent shown in the ship designer, so the pictures are the base stats), but even then I dont know why anyone would go for the kinetic/plasma instead of the new T-Slot or the defensive modules instead. More accurately they're a 3. Strength in Stellaris is from early game snowballing and planet size is a mid to late game problem. Instead, the techs that you can research are randomly selected from the available techs (from the official Stellaris wiki):. It's somewhat similar to the Noble Estates building you get from the Aristocratic Elite civic, you just don't build it unless the planet in question is heavily populated to begin with. I don't think the Phanon Corps is something you're supposed to beat in a single assault on their system. Explore la carte interactive of Columbia, Missouri, and discover its parks, trails, landmarks, and more with this web app powered by ArcGIS. It kind of depends on what your tech rush goal is. Not sure why I going through the trouble of doing this, but for much clearer experiment I've reduced the amount of tech options to 2 by changing the NUM_TECH_ALTERNATIVES define to 2 in Stellariscommondefines. 8 "Gemini" Coop Open Beta is an optional beta patch. Doesn't seem like silos or anything else increase it. 1 were never released to the public instead making 3. EC allows building ships over the cap as well as support more science buildings, Fire Rate flat out increases DPS, Damage wastes some DPS on overkill damage. ago. Habitability on Pops is increased by 20%, Leaders gain 40 years additional lifespan and various perks on the Cyborg trait depending on their role. As these are available only with the Ancient Relics DLC, when that DLC is not enabled, sites which are still available may have an alternate reward or no reward for such chapters. Report. . Manual, you can build dedicated ships like carriers or missle boats I personally like point defense destroyers to protect my capital ships. With AP they are T4. Paradox Staff. Archivist Enclave. txt. For Stellaris +2. In middle/last game, my Federation Fleet is using many archeotech modules in the design. They have a much lower maintenance cost. You can disagree all you want, but I've won a lot of games of Stellaris while not designing my own ships, hence why. It kind of depends on what your tech rush goal is. Archaeo weapons just cost too many minor relics to be usable in the late-game. 200 vs. Arch weapons are garbage even with the perk I was still losing fights with people 15k below me. Become the Crisis. [deleted] • 6 yr. Although the storage of alloys is already full. this would be a perfect moment to update the Ancient Relics DLC page once the update drops, Archeotech would be an amazing selling point for it. If there are new technologies, will it come with the possibility of a archeotech megastructure or new megastructure tiers? An Ascension Perk is a big move that blocks out other options. :) Fisherman_56 Apr 20 @ 10:48am Oh, good. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Feb 9, 2023; Add bookmark #72We would like to show you a description here but the site won’t allow us. STELLARIS MODS: Cybrxkhan's Assortment of Names for Stellaris (CANS) | More AI Personalities. A-Tier contains one of the most powerful perks in the game. The Archeostitan have an average damage of 549,35 vs. Mar 8, 2023; Add bookmark #1 Do we know what the new archaeotech ascension perk does at all? They revealed it in the. Pre-FTL civilizations are civilizations that have yet to develop the technology necessary. Legacy Wikis. A searchable list of all Stellaris Archaeological Site IDs for use in console commands on Windows, Mac and Linux (Steam). : r/Stellaris. It is developed by Paradox Development Studio and published by Paradox Interactive, creators of grand strategy series such as Europa Universalis, Crusader Kings, and Hearts of Iron. In 1 collection by Frag Jacker. YOU need to finish/initiate first contact before the enemy. - Nanite weapons and armors. Z. Every Relic has a passive effect as well as. ago. Description. Just clear the blockers. Carrier ai ships will attempt to keep that long range with the enemy for a long as possible. The missiles and the defence modules are useful early/mid game, but once you hit late game and start grinding repeatables they just become obsolete. Economics is everything in stellaris if you have more ships you win. Stellaris cheats and commands. Yuht Cryo Core. Pretty sure the Archeotech research building is broken. First of all an honest thank you for not outright reacting hostile to the sheer idea there might be people who use the auto design feature. Then i would suggest around 200-500 in the year 30-50. "Empire size effect" is a modifier to the effect of empire size on its associated penalties, including tradition cost; it is affected by certain authorities. Major overhaul for Gateways, making. I've not played enough to know if it works (not used cloaked fleets or small elite archeotech fleets in a war yet), but the idea is clear. Reduces Minor Artifact Cost by 40% for Archeotech Components. Description. Like its companion paid add-on “First Contact”, this update places a heavy emphasis on primitive civilizations and interactions with them, adding the ability to conveniently track the technology and awareness of primitive civilizations. 1. Subscribe to download. Most sites have a 67% chance to leave a deposit of minor artifacts when the excavation. In my game last night, I annoyed a fallen empire and they declared war, caught my fleets by surprise and destroyed quite a chunk of them. Starting a new DE empire and I like archeotech. ) -Very hard-hitting lances with some tracking. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. Prerequisites: Archaeoengineers Ascension Perk. Anti-Alien Task Force. Can only be built on planets with those modifiers. Stellaris 50306 Bug Reports 30641 Suggestions 19031 Tech Support 2872 Multiplayer 376 User Mods 4623 Stellaris AAR (After Action Reports. Buzzard Mar 22 @ 10:02pm. Decreased cool down or costs for Relics (which might be second perk-worthy, since Relics can be extremely powerful)Hmm, content mods usually don't cause any issues as long as you put them below the AI mod. Last edited by Elitewrecker PT ; Mar 27 @ 12:53pm. Computer system. The plasma accelerator packs in quite a decent damage and is also economical to use with its low energy cost. 5 (so between tier 3 and tier 4), and. DeanTheDull Necrophage • 1 yr. As for being a "forever-game" like Civ, it depends on how much you like micro. Repeatable Up to 8 Times. Runs the specified file with list of commands. Additional bonuses for Relic worlds. The main draw of the Sid Meier's Civilization franchise is that it gives players control of leaders and nations from throughout history. How does that counter the argument about the basic defenses? If this tech would be a basic defense that you can rely on, then the argument would be that now armor is useless because of a much superior tech in shields. I'm in the middle of a game on the new patch, trying out all the archaeo goodies, and as much as I want to try fully outfitting my fleets with the new toys, the cap is holding me back. Stellaris: Suggestions. There are still enough techs for a semblance of choice towards the end game, as well as viable paths to focus on to specialize your late game empire ships. The Synth Ascension is the most powerful path in Stellaris - by far. However, the high influence cost of. Legacy Wikis. Stellaris 50518 Bug Reports 31015 Suggestions 19180 Tech Support 2909 Multiplayer 377 User Mods 4633 Stellaris AAR (After Action Reports) Console edition 1219. Exploration is one of the first priorities of any spacefaring empire. Ecumenopoles are nice. PreReq Techs: UV Lasers (Lasers III) (leads to Energy Weapon Fire.