Basically I’m working on a mod that sets the player up as a fallen empire through the use of events and buffs at the beginning. I’m going to have the narrative of you being a precursor race sensing the abrubt increase in sentient life (game start) so you’re awoken from cryo to decide how to proceed.
Strange New Worlds Mod in a major overhaul of the way planets function in Stellaris from colonization to resources produced to land management.
What this mod does is change a single line of code, rendering rapid colonization as a valid tactic rather than punishing you for expanding on the technological front.
Planets are the core of an empire, and are probably the most significant strategic asset in Stellaris. Invading them should be a challenging and dynamic undertaking, not an afterthought to the orbital battle.
The more planets and the larger your population is the more research points each technology costs. What this mod does is it reduces the penalty that large empires suffer when researching technology.