Stellaris

Stellaris

Technology Ascendant
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Update: Jan 2, 2019 @ 9:01am

  • German localisation by Nolotow
  • Repeatable technologies now stop decreasing in weight at level 10 (after which point the game would round their cummulative .006 weight to 0 and you would reach the end of science)

Update: Dec 29, 2018 @ 10:12am

  • Terrafomring or creating an Ecumenopolis should not remove The Foundation. So yes, make Trantor
  • Fixed unspecified file extension that could cause errors in log about failing to read a key reference in economic categories.

Update: Dec 28, 2018 @ 12:57am

  • Fixed a consistent CTD on certain dates caused by the extra colonists from the New Worlds breakthrough. Why that caused a CTD I have no idea, but extra colonists are gone and so is the crash
  • Instead, New Frontiers gives you a planet modifier when you colonize a new planet that gives +50% growth speed and +100% growth from immigration for 20 years
  • Technological Ascendancy now just increases the number of breakthroughs you can get without spread from 3 to 6 (used to let you get all). The last 6 you will have to get from a neighbor, and chances will still be exponentially lower for every breakthrough, but now even with modded extra research slots, getting 12 should be unlikely. Should be.

Update: Dec 27, 2018 @ 12:35am

-Fixed potential crash from psychohistory events firing for empires without capitals

Update: Dec 22, 2018 @ 10:53pm

-Nanofabrication Breakthrough now gives access to nanofabricator starbase module
-Psionics Breakthrough now creates The Foundation on your capital, which gives a Psycohistorian job. Events added for when Foundations are captured or integrated

Update: Dec 18, 2018 @ 7:10pm

-Balance Tweaks
-Repeatable manual weighting up to level 10

Update: Dec 18, 2018 @ 4:05pm

-Specialization System Implemented

Update: Dec 17, 2018 @ 11:20pm

-Fallen empires dont get 10 levels of all of the new repeatables.... particular the +jobs one which confused FE pops entirely, because really, what is work? Fallen empires can research most of the repeatables once they awaken (again, not the jobs because they dont need it)
-Each level of a repeatable now actually makes it less likely to draw the next one, so specialization down a single path is tricky

Update: Dec 17, 2018 @ 12:24am

-oh yeah. soldier jobs capped at 5. Now, if you get all 5 levels of soldiers, workers, and specialists jobs/pop techs, you get the magic 1 job / pop... so, full employment forever? Still need housing and such.

Update: Dec 17, 2018 @ 12:12am

-Balance changes to repeatables. Pop jobs capped at 5 levels, evasion capped at 10 levels. Hive and Robots no longer give pointless artisan drone jobs. Who wants artisan drones?
-Titan +1000 hull repeatable added