Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Opdatering: 24. aug. kl. 16:18

2.9.0
Updated to 4.0.22
Additions
- Added noble fiefdom rural zones
- Added Uncultivated Wilderness zone
- Slaves on Thrall Worlds will auto-migrate if you have at least 500 toilers
- Gigacorp / Gigacorp can also be taken by pacifists, cannot be taken with Relentless Industrialist
- Warrior Culture, politicians give naval capacity and defensive armies
- Private Military Companies give +1 trade from soldiers, which increases if you or your trading partners are at war
- Corvee System, Replaces Civilians with Laborers, which produce minerals instead of trade
- Corvee System, -0.2% Construction Cost per 100 Laborers (up to -20%)
- Shadow Council, +1 Shadow Councilor job on your capital
- Heroic Past, Gains unity whenever a leader dies
- Exalted Priesthood, +200 amenities per 100 priests
- Idealistic Foundation, Happy pops produce less £crime£ Crime
- Memorialists gain unity after finishing an archaeological site (Nostalgia Peddlers gain trade and unity)
- Memorialist, with Grand Archive, +10% Galactic History Specimen Output
- Mining Guilds and similar start with Geothermal Fracking and Zero-G Refineries tech options
- Diplomatic Corps / Empath, -25% Border Friction
- Genomic Services Center can be built on Resort worlds
- Public Relations Specialists give +50 Trust Cap and +50% improve relations (from +15 and +30%)
- Company Housing gives -15% resettlement cost (from -10%)
- Mining Conglomerate gives +1 trade per 100 miners
- Inward Perfection / Closed Collective / Closed Area Network gives +2% job efficiency per planetary ascension level
- Trade Logistics Coordinator gives -2% starbase building and modulo construction cost per level
- Executive High Priest gives +5% spiritualist ethic attraction per level
- Letters of Marque steel more relics, same as Barbaric Despoilers
- Letters of Marque has better chances at stealing a relic, same as Barbaric Despoilers
- Permanent Employment, Access to the Posthumous Managerial Restructuring tech
- Pooled Knowledge, -10% leader upkeep
- Stone Sense, +200 Amenities per 100 miners
- Exploration Protocols, +5 Unity from Observation Stations (from +3)
- Exploration Protocols, Gains unity when surveying habitable worlds
- Introspective / Self Experimentation now gives +200 pops with Auto-Modding traits optimized per month
- Factory Overclocking now gives +10 subspecies integrated per month
- Rockbreaker, +1 Engineering Research per 100 Miners
- New government types for Oppressive Autocracy
- Biomimetic Assembly now only requires 0.01 exotic gas upkeep
- High-Level Enhancement, +2% roboticist job efficiency per 100 bureaucrats
- Modularity Finisher, Adaptive Frames costs 1 less
- Martinet increases enforcer job efficiency

Tweaks:
- Genetic Usury, increased trade from traits
- Memorialists cannot be Bodysnatchers
- Corvee System cannot be used with Pleasure Seekers
- Vault of Knowledge has double starting bonuses
- If corporate, Vault of Knowledge gives +2% councilor xp per leader, no longer has double trade production per leader
- Dealer of Knowledge gives +10 trade from Vaults of Knowledge per level, instead of +5 unity
- Mutagenic Spas, Districts on Ecumenopolis count 3 as much for Spa Attendant calculations, and districts on Ring Worlds count 5 times as much
- Precision Cogs now gives +2% job efficiency instead of +1% output
- Closed Collective / Closed Area Network gives +5% pop growth / assembly and -5 Deviancy
- Logistic Officers now give +4 naval capacity (from +2)
- Adjusted production and upkeep from Nanotech Cauldron
- Synaptic Reinforcement gives trade from synapse drones, instead of maintenance drones

Bug Fixes:
- Effects of Oligarchic Overclocking authority won't cap out at a measly 20 specialist pops
- Healthcare policies now give correct bonuses
- Exanimated Product Servicing tech now does something instead of doing nothing
- Added missing advisor voices
- Updated the Homeworld Exploiter trait for 4.0
- Rural Maintenance now works correctly

Removals:
- Removed public works planetary decision
- Closed Collective / Closed Area Network no longer increases production from jobs
- Mining Conglomerate and similar no longer increase mining station output
- Housing Buildings reverted to normal

Opdatering: 31. juli kl. 18:52

Opdatering: 23. juli kl. 0:07

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

Opdatering: 12. juli kl. 18:55

Opdatering: 12. juli kl. 14:09

Opdatering: 10. juli kl. 21:19

Opdatering: 5. juli kl. 12:10

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

Opdatering: 5. juli kl. 10:06

Opdatering: 5. juli kl. 10:00

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

Opdatering: 30. juni kl. 23:25