Stellaris

Stellaris

Technology Ascendant
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Update: Jun 24, 2022 @ 6:41pm

-Living Juggernaut Sections now properly require the Living Starships Breakthrough

Update: Jun 24, 2022 @ 3:03pm

-updated compat with guillis planet modifiers (overwrite to event mega.200 when ecumenopolis finishes)

Update: Jun 21, 2022 @ 2:28pm

-added bonus to curator (gets maniacal bonus) and chosen one (gets genius bonus) scientists
-moved @values out of scripted_values and into new file scripted_variables/TechAscendant_settings.txt. Should allow easy adjustment of breakthrough values without overwriting the main script value file.

Update: Jun 18, 2022 @ 3:07pm

-Changed the Industry Breakthrough from Organic Silicon Processing to Matter Replicators- It reduces pop amenity consumption instead of adding minerals to farmers
-Added offspring living ship sections, tweaked ai weights for living sections
-Base difficulty for breakthroughs increased from 800 to 1200. Cumulative penalty multiplier decreased from 1.8 to 1.6
-Changed some of the boosts from traditions so that all vanilla traditions boost at least one breakthrough

Update: Jun 13, 2022 @ 4:49pm

-added a pending_breakthrough check to block getting a second breakthrough while you have a breakthrough event open. (vanishingly rare, but possible)
-increased cumulative chance penalty from 1.5 to 1.8
-boost for having similar breakthroughs now applied last, after multipliers from research agreements/espionage instead of before

Update: Jun 13, 2022 @ 1:16am

-Minor weight balancing for Breakthrough chances. Research Agreement boost reduced from 8 to 6, tradition boost increased from 2 to 3

Update: Jun 12, 2022 @ 9:26pm

-Fixed missing target for Breakthrough from "x" events to notify of another empire getting a breakthrough

Update: Jun 12, 2022 @ 4:26pm

3.4.* Update
Chances of a breakthrough have been reworked to use script values. Breakthroughs will no longer naturally appear as techs, however they will be added as a research option by event (the event also lets you choose to skip the breakthrough if you wish to go for another one). This removes the problem of too many research options giving you breakthroughs simply by not having enough techs (and the need for extra repeatable technologies to combat that)

Repeatable Technologies Removed (fully spun off into Technology Repeated submod)

Situation log significantly improved. Consolidated into a single category. Chance of discovering a known breakthrough shown directly. (if you are curious, you can reveal the chances of all breakthroughs by console: event TechAscendant.3)

Event text Updated (New variants of events for when other empires discover a breakthrough) Other language support now outdated, so temporarily replaced with english

Update: Mar 24, 2022 @ 9:13pm

-Edict Duration Repeatable now adds +20 to the edict fund

Update: Mar 24, 2022 @ 11:46am

-3.3.4 update
-Old Admin cap buffs replaced by unity buffs
-Contained Singularity Breakthrough now grants empire sprawl from pops/edict funds
-Blocked event chain counters from firing without the associated event chain, should clean up stragglers in the error log