About this mod
This mod is the nexus version of the same name on the steam workshop, I am its (lazy) author.
- Permissions and credits
- Mirrors
This mod adds a cadre of many new things, more than twice the amount of modules of the basegame will be added to your game, not only does it provide new ways of building with said modules(mostly focused on non-weapon things) but it also adds campaign features and events that give you many different results(some bad, some really good). The mod will drastically change the way you play the strategies you have on hand in the game.
Every category of feature in the game has been added to by this mod(if it's possible) and as a result gives a deeper more expanded gameplay, ranging from being able to gain more income to building sturdier, faster or specialized ships. But beware you'll have to adapt again to this game as even the ai can make use of the few new designs that have been added to the game, be on the lookout for special map events that were mentioned earlier as the AI may make a dash for it or completely cower in fear from them.
As this mod does not focus on a whole lot in a single category I'd recommend that you'd also get other mods for use in the game. also just btw this mod may have rough spots in places(such as translation or unfinished graphics in new modules). if you have any criticism, suggestions, things you hate about this mod or any other comment please let me know.
Money generation... what! how?(Historically the first mod to add a way to increase money generation through modules, tech and policy)
using any module from the commerce category will allow you to reduce upkeep well into the negative if made that way, there is also technology associated to this so if starting from zero a few small tech steps will need to be done first. though it will be obvious when it talks about resources or building houses in a battle focused game...
Wait... those are techs
yes, this mod adds a large amount of stuff to the tech tree, some of them are hidden from sight and as such need to be figured out by gameplay or you can look at this techtree that I've mapped out... that's possible too, the way you read it is that the first box in the tech box is a tech you need to make it visible with the bottom one being the tech that you get, it's all data names so it may not be apparent what is what until you play with it, blue is vanilla(don't worry, i haven't touched it) and the brown is added by the mod
PS.
The mod is from steam and I have a public code repository of this mod and its siblings on github.