ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
This thread is intended to act as a "shopping mall" for mods. Each post will act as a "store" for one modder. Please describe only released mods here, which can be downloaded. Feel free to advertise mod concepts in this forum, just not on this thread.
To modders: please make *one* post which advertises your mods. Give a brief description, the current version number, and a link to the thread with more details. If you add more mods, please *edit* your post.
To players:
If a mod says it is compatible with one version of ES, be careful using it with any newer version. You may get weird and unpredictable effects, anywhere from a crash, to a subtle balance problem. If a mod has not been updated in a few months, check the game release note thread to see if any "major" game releases have happened since then. If the mod is a major release behind, or more, it will probably not even load.
Regarding MP, as long as all players have the exact same version of the same mod, it will work correctly without *additional* out of sync effects.
To start the game with a mod loaded, go to the steam library and right click on the entry for Endless Space, choose Properties, choose Launch Options, and add the following onto the command line: "+mod (directory name)".
The game does not support loading multiple mods. If there are two mods you want to use together, you must merge them, or more likely request the authors to merge them. Some more information on that is available here:
Summary: This mod rewrites the English text for the Battle Cards, along with game text related to Battle Cards. This mod does not change how the game works; it simply contains rewritten text.
Please click here for more information and the mod itself.
It is a GUI based editor that allows manipulation of many elements of a particular game's save file such as editing details about a system (number of planets, planet types, anomalies, wonders,resources, improvements,etc.), moving systems around a map, warp and wormhole editing, creation\deletion of systems, colonizing or un-colonizing a system, hero editing and assignation, empire editing such as research, dust, and various other properties. See parent thread for more detail.
Requirements: Windows™ based system with .Net Runtimes 4.0 installed.
Description: This mod replaces the hero stats and classes. Heroes are divided into Governor and Admiral roles with appropriate class and stat choices. Governors are given the Administrator and Corporate classes, and have Labor, Wit, and Melee stats. Admirals are given the Commander and Pilot classes, and have Offense and Defense stats.
This modification has been created by Amplitude Studios; It was the result of the community’s “Save the Sowers” campaign, aiming at pointing out the faction’s weakness, in 1.0.66. You will find in this mod an overall balancing as well as a few improvements regarding the Sowers.
Changelog
Faction trait UE becomes: 0%-100% Tax rate will give 0%-60% industry bonus
Conversion improvements buildings: from 25% to 33%
Sowers Conversion Food to Industry: convert 30% ind to food instead of 40%
Sophons: -50% support module cost is now a trait (that they have) costing 12 /24 for -25% / -50%
Create Trait Fleet09Norm1 & Fleet09Norm2: + 4 / + 10 XP on ship
Terran affinity does not give + 10 XP on ship anymore, but they have Fleet09Norm2 per default
Planetery FIDS and Infrastructure descriptor have new values
Horatios: fatigue recovery up from 50% to 100%
Colony module cost 250 instead of 125
Trade route distance bonus increased
Trade route DustToScience increased from 0.5 to 0.75
Colonial base now gives +5 FI bonus / colonized planet
Added an Expansion Effort mechanism: every system loses dust & food equal to -2 * (Outpost / Colony)
[LIST=1]
This one is a test feature/value and your feedback will be welcomed
Science is now reduced by 0.5 on system outside the empire (like dust)
Expansion disapproval is applied as the following from now on:
[LIST=1]
-25% on system under players' influence
+50% on system under neutral / allies' influence
+100% on system under enemies' influence
[/LIST]
Updated cost of the faction traits
[LIST=1]
All the traits which previously gave 10% / 20% / 30% now gives 10% / 15% / 20%
Deadly weapons and human weapons now gives 10% / 20% / 30% instead of 12% / 24% / 36%
UPLIFT D MOD (Compatible with Disharmony) Version 1.5.0
This Mod attempts to recreate the Uplift Universe of David Brin. It introduces the hydrogen breathing race the Zang (which replaces the Harmony and whose race art is based on concept art of the amoeba). The second race the Jophur take the place of the Horatio (but have some of the production bonuses of the United Empire and even less scruples). The new third race are the Gubru who take the place of the Hissho. The fourth are the Thennanin who are as stabilizing force and replace the Sophon.
The tech trees have had extensive changes to make the tech and improvement have some correlation.
The combat systems and improvements have more variety rather than just being bigger.
Ship development and colonization is spread out so you have to hold and fight for garden planets with
cruisers and destroyers rather than be able to colonize everything and have your first combat ship be
a dreadnaught.
Also the improvements relate more to the technology being discovered and develop in a more logical progression.
I have successfully compiled alternativ Galaxy Generator, Colored Anomalies (and Planets), Heroic Attributes, Imperium Aeterna, Pirate Appearance, and Scions of the Endless.
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