Stellaris

Stellaris

Potent Rebellions (3.3 currently discontinued)
Showing 81-90 of 165 entries
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Update: Mar 10, 2018 @ 12:05pm

Initial Upload

Update: Mar 9, 2018 @ 5:52pm

Fixed WE not rising in 2.02

Update: Mar 4, 2018 @ 12:02pm

Initial Upload

Update: Mar 4, 2018 @ 7:45am

Considerable work to make the mod work better with 2.0:
-You (and more importantly the AI) will now automatically declare war on rebels with a conquest war goal - as a state would if a part of it tried to secede without permission. (You also get claims on all planets that revolt to them). This is actually a massive improvement to how revolts function.
-Rebel army spawns are heavily nerfed. Now they depend on pops being unhappy. There will therefore usually be fewer armies spawned than there are pops. If you post a large garrison of offensive armies, the rebel spawns will be increased if they are really upset (<25% happiness) - the reason for which is that the default isn't to garrison planets, but you can with no limit, so this is a slight nerf to that exploit.
-Rebel fleet spawns are cut by 25%
-War exhaustion will no longer be capped below 100% if you play 2.02
-There may have been a couple of other bugs I fixed, can't remember

Update: Feb 25, 2018 @ 5:14am

Initial Upload

Update: Feb 25, 2018 @ 4:28am

Initial Upload

Update: Feb 24, 2018 @ 6:14pm

Fixed Sowing Unrest in 2.0
Also cleaned up the Sowing Unrest code in general

Update: Feb 24, 2018 @ 8:28am

Initial Upload

Update: Feb 24, 2018 @ 6:42am

Made Free Republic create egalitarian attraction rather than governing ethics

Update: Feb 24, 2018 @ 6:26am

A couple of small things I missed (tech weights and stuff)