Stellaris

Stellaris

Ethics and Civics Classic (Pirate Update)
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Update: Jul 13 @ 3:21pm

Letters of Marque & Pirate Lord civics updated:
- Immersive Jobs
- Pirate Lord now incorporates Treasure Hunter Origin mechanics (story requires DLC)
- Many jobs have flavor when combined with pirate-themed civics
- Pirate Leadership (dangerous tech --> Guarantees Birth of Space Piracy in system) but gives traits
- Letters of Marque is now available for Non-Megacorps
- Pirate Lord's leadership changes on death instead of having elections (like normal megacorps)

Barbaric Despoilers Civic Update
- Special interaction with Clone Army origin
- Can be combined with Pirate Lord now

New Pirate Shipset thanks to Author Pilgrim for allowing E&C to incorporate Pirate Ship Set (standalone)
https://steamcommunity.com/sharedfiles/filedetails/?id=2531304441

Suggestions for Pirate Content is welcomed!


Other:
- Resort World rework (hotfixes)
- Catalytic Processing touch-up
- Ocean Paradise touch-up

Update: Jul 6 @ 8:49pm

Resort Words Update!~

Can build Resort World Cruises as long as you own a Resort World:
- Cruise Ship will give any planet it visits the modifier 'Luxurious Goods' for two years
- Cruise Ships will give planets it visits the modifier 'Resort World Branch' for as long as it remains in the same system
- Can be set to randomly roam within a single system; distributing luxurious goods to planets within

Update: Jul 6 @ 3:00am

Ocean Paradise Origin Updated:
- Now has special interaction with Resort Worlds (your capital can be a resort if it is the ocean paradise world)
- Ocean Paradise Resort Worlds are allowed to specialize into angler zones
- Angler Tourist jobs for Resort Worlds
- Starts with Resort Worlds technology
- Guarantees rare crystal & sculpturing technology

Angler Zone (Aquaculture) Adjustments:
- Now allows new building "Oceanic Industries", which gives pearl diver jobs but can be built in agriculture zones if specialized for anglers

Update: Jul 4 @ 12:23pm

More French Loc thanks to Emmanuel DH

Update: Jul 4 @ 12:09pm

EnriadHodor Hotfixes:
- Utopian Abundance error hotfix
- Barbaric Hedonists allowed
- Agrarian Idyll small rework
- Readability and code relevance hotfix
- Peaceful Traders and Spirit of Freedom - hotfixes
- Peaceful Commonwealth hotfix
- Ruthless Capitalism is now yellow gov civic

Coggernaut hotfixes:
- Fixed Clone Army giving relic worlds as colonies too
- Also removed restriction forcing relic-world habitability (Clones don't adapt to relic worlds via evolution)

Update: Jun 29 @ 12:07am

Many Job Fixes

Noble/Aristocrat variants of jobs

Barbaric Despoilers Civic:
- now is an advanced form of Slave Guilds civics
- unlocks special story if paired with clone army

Clone Army Origin:
- Now starts with size 30 Relic World (felt fitting, and is a buff)

Letters of Marque Civic:
- Added Pirate swap for Soldier jobs (Theme)
- Pirate Captain trait (previously material liberator trait), soldiers now also produce energy if governor

Pirate Lord Civic:
- No more elections
- New pirate lord selected upon death

Update: Jun 19 @ 12:49am

Hotfixes:
Many Policy fixes
Slavery fixes
Primitive Army fixes (they only had defense armies)
Research Coop Fix

Update: Jun 18 @ 5:04pm

Balance Update:
Anarchist Ideals --> Now has edict that allows factions to split production of research & unity
Crowdsourcing --> Now has edict that allows factions to produce research instead of unity

Anarchist Ideals & Crowdsourcing research bonus reduced by 50% (This was from player feedback)

Hotfix:
Primitive Uprisings should no longer have never-ending wargoals

Update: Jun 13 @ 8:34pm

Anarchist Ideals Civic has been MASSIVELY reworked and is now a Gov Civic

Update: Jun 13 @ 3:06pm

Hotfix:
Food Alloy Civic Fixed
More Job Fixes
Warrior Culture Civic --> Added leader capacity +3

Chinese Localization Added (Thank you MiracleKagari!)