Stellaris

Stellaris

Ancient Cache of Technologies
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Update: Mar 21, 2019 @ 9:15am

- Stellarite Tech Path Option Events have been removed. Now you only need to do the event to unlock it, the rest of the technologies are researched normally once again.

- A planet that has more than one Stellarite Generator now runs the risk of "accidents" happening. Stellarite Generator now provides 1 more job. AI are instructed to not build more than one, but may occasionally end up blowing themselves up if they are dumb.

- Due to these various new mechanics, Stellarite Reactor is now considered a Dangerous Technology.

- Alloy costs for DM/AE/SE components have been reduced, but the SR costs have been increased.

- Upkeep cost for certain DM/AE tier buildings have been decreased.

- Adds DM/AE-tier Minerals/Energy/Food Processor Buildings.

- Adds DM/AE-tier Research Institute.

Update: Mar 20, 2019 @ 8:07am

- Empires who have been denied Dark Matter will take a big longer time to ask again, and if their scientists have previously been trained by an empire, this option will not be presented again by that empire.

- Stellarite Scientist Requirement reverted to level 10, with either Erudite, Curator , Genius, Chosen, Brainslug, Sapient AI Assistant or Particle Expertise

- Delay for the next Stellarite Tech reduced to 20 years.

- Tech costs for researching projects increased.

- Delays until an empire gets to steal Stellarite Tech reduced.

- IMPORTANT: Stellarite Devouvers may randomly spawn from empires who have Stellarite Reactor.

Update: Mar 20, 2019 @ 12:06am

- Some more glitches and bugs fixes.

Update: Mar 19, 2019 @ 9:31am

- Minor bug and missing localisation fixes.

Update: Mar 19, 2019 @ 5:32am

- Fixes an issue where your empire can be asked for DM when you don't actually have DM.

Update: Mar 17, 2019 @ 12:05am

- Fixes some missing localisations and updates certain criteria for tech progressions to be more streamlined and less restrictive.

Update: Mar 16, 2019 @ 11:43am

- Fixes missing special project folder. (Because I accidently deleted it)

Update: Mar 16, 2019 @ 9:42am

- Fixes the Dark Matter Events from firing on non-default countries.

Update: Mar 16, 2019 @ 3:11am

Standalone Update

Major Changes

- ACOT is now a standalone, and thus no longer requires ZOFE. Most contents related to ZOFE have been moved to ACOT: Override instead.

- Contents from Dark Matter Power Creation Mod has been integrated into ACOT.

- Stellarite Technologies are now unlocked via event chains instead.

- Stellarite Technologies are now classified into seven categories, and an empire can only unlock each category every 25 years.

- Diplomacy Events added for Dark Matter/Stellarite.

- T-Sized Kinetic and Emitter weapons added for Stellarite/LM tiers.

Other Changes

- Fallen Empires will now utilize Sentinels instead of ZOFE's Towers. (They are basically souped up ion cannons with 1T and 4XL slots)

- All FEs will now use Hercules Beams instead of the outdated titan beam (but will keep their color-matching beam)

- Warp Cannons are nerfed to no longer ignore shields.

- Designer will no longer attempt to assign new tiers of components if your empire cannot sustain the new SRs.

- Something more that I forgot.

New Mechanics

- Diplomacy Events Added.
  • Allied or neutral empires will ask other empires who know Dark Matter Reactor Tech to share the technology with them. Refusal to do so will destroy relationships with them, accepting may allow you to forge new relationships, or cause other empires who hates your customer to hate you too.

  • Enemies of empires who have Dark Matter may attempt to hire pirates to raid your science ships. If the science ship is not rescued in time, that empire will gain Dark Matter Power.

  • Once an empire learns Stellarite Power, other empires will soon begin to try to imitate the technologies.

Update: Mar 10, 2019 @ 8:51am

- Patch adjustment to account for changes in SOFE.