Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Update: Jul 23 @ 12:07am

2.8.2
- Integrated fixes from Branch Office AI Fix
Additions:
- Necrophages will leave leave at least 750 non-necrophage pops on each planet
- Hyper Entertainment Centers gives +5% happiness and unity if not pleasure seeker
- Housing buildings provide less housing and amenities, additional ruler and specialist happiness (worker and civilian if Shared Burdens)
- Noble Estates get additional housing, amenities, and ruler happiness to match bonuses from other housing buildings
- Gestalt housing districts provide less housing and amenities, additional amenities from maintenance drones
- Nanite Transmuters, industrial jobs produce rare resources at the cost of nanites, no longer produces rare resources directly
- Nanotech Cauldron, +1 alloy production and +1 nanite upkeep from metallurgists, no longer produces alloys directly
- Aggregation Systems gives +0.33 nanites from farmers and miners (from +0.2)
- Molecular Reconfiguration gives +1 Build Queue Capacity
- Entertainers give 1500 amenities (from 1250)
- Resort Worlds capitals give +1 trade per 100 free amenities (+1 unity if Rogue Servitor)
- Attraction districts are now named after their zone
- Masterful Crafters and similar can build urban industrial zones
- Restored prison industrial job and battle thrall jobs
- Environmental Integration gives +50% habitability on ideal worlds
- Wilderness Origin gives -10% planetary construction cost, but -10% construction speed
- Added Wilderness versions of new hive mind civics
- Harmonious Hive Mind, Secluded Roosts, and Parasitic Hive Civics cannot be taken with Wilderness Origin
- Wilderness districts use food, like other hive minds
- With Catalytic Processing, industrial zones are built partially out of food
- Commensal Clearing and Avatar Cradles are now built partially out of food
- Doubled civilian and maintenance drone upkeep from monuments

Tweaks:
- Productivity Simulations gets clerk job efficiency instead of additional clerk jobs
- Changed how stability hit from distant colonies are handled
- Hardened Synapses renamed Indomitable Will
- Changed how Fear of the Dark primitives grow over time
- Changed Fear of the Dark primitives' starting buildings
- Fear of the Dark primitives use normal defensive armies
- Doomsday modifiers also decrease pop resettlement costs

Bug Fixes:
- Productivity Simulations actually modifies clerks as intended
- Fear of the Dark separatists won't gain a stupid amount pops as you research terraforming techs
- Fixed lithoid FOTD separatists from not starting with a mining district
- Mod will no longer try to give FOTD separatists non-existent industrial districts
- Fixed ranger lodges auto-destroying for gestalts

Update: Jul 12 @ 6:55pm

Update: Jul 12 @ 2:09pm

Update: Jul 10 @ 9:19pm

Update: Jul 5 @ 12:10pm

No longer halves resources from refineries. I recommend using Rarer Rare Resources instead.

Update: Jul 5 @ 10:06am

Update: Jul 5 @ 10:00am

2.8.1
Additions:
- Integrated Consolidated Clone Vats, with permission from mod author
- Higher level clone vats have exotic gas cost and upkeep
- Restored Data Liberators if you have the Biogenesis DLC
- Conservational and Wasteful impact amenities usage by 5%
- Natural Hunter is now a soldier swap, now also available to some Primal Calling empires
- State Academies increase empire size from pops
- Crowdsourcing gives +20% empire size from pops

Tweaks:
- Pleasure Seekers now only get bonus from Hyper Entertainment Centers
- Peacockish now gives +20% consumer goods and +10% amenities usage
- Changed how labor policy effects empire size from pops

Bug Fixes:
- Decomposer no longer its own opposite
- Hydroponic deposit now gives correct number of jobs
- Removed additional ai weight from strongholds

Update: Jun 30 @ 11:25pm

Update: Jun 30 @ 10:00pm

Update: Jun 30 @ 9:44pm