Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
Viser 321-330 af 369 forekomster
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Opdatering: 7. mar. 2019 kl. 13:57

1.1.8
Compatibility with 2.2.6

Addition:
- New Technology, Interplanetary Logistics, tier 3, gives +33% defensive army health, +2 naval capacity from soldiers

Tweaks:
- Defensive army health bonus from Citadel Defense Network moved to Interplanetary Logistics
- Corporate Authority gets +30 admin capacity (up from +20)

Opdatering: 19. feb. 2019 kl. 19:57

1.1.7
Compatibility with Zenith of a Fallen Empire

Addition:
- New opinion modifier for use with Zenith of a Fallen Empire

Tweaks:
- Artist monument gives +15% unity from jobs
- Penal Colony gives +5% technician, miner, and farmer output

Bug Fixes:
- AI will determine living standards based on consumer good output, not mineral output
- AI will not go straight to utopian abundance from decent living conditions
- Dictatorial Exalted Priesthood will get the correct government type

Opdatering: 15. feb. 2019 kl. 13:10

1.1.6
Additions:
- New Civic: Fanafical Befrienders
- New Civic: Master Computer
- New Civic: Visionary Founder

Tweaks:
- Adjusted some civic ai weights
- Subterranean expansion unlocked with Mastery of Nature (not subteranean evolution) is blocked if the mod Mastery of Nature is active
- An empire with both Front Corporation and Criminal Syndicate civics can pass as a legitimate business, and can sign commercial pacts
- Pacifists/Fanatic Pacifists give +2/+4 administrative cap from rulers
- Can build housing buildings on habitats

Opdatering: 10. feb. 2019 kl. 18:54

1.1.5.1

Tweaks:
- Restored some Blorg war declarations
- AI Corporation more likely to accept commercial pacts

Bug Fixes:
Delicate Ecosystem not spawning with their modifier

Opdatering: 10. feb. 2019 kl. 15:20

Initial Upload

Opdatering: 9. feb. 2019 kl. 9:38

1.1.5
Additions:
- New Civic: Lost Colony
- New Civic: Delicate Ecosystem
- Delicate Ecosystem modifier can spawn on random planets

Tweaks:
- Terraformer civic not available with life seeded, living world, or post apocalyptic civics
- With terraformer, start with only one industrial wasteland blocker on homeworld
- Hive World Civic requires Utopia instead of Apocalypse

Bug Fixes:
- Temporarily removed pops fleeing slavery event until I can figure out how it is causing crashes.

Opdatering: 8. feb. 2019 kl. 11:44

Initial Upload

Opdatering: 7. feb. 2019 kl. 21:17

1.1.4.1
Tweaks:
- With Subterranean Evolution, can expand a planet a third time with either the World Shaper or Hive World perk
- Artisan drones upkeep increased to 8 minerals (up from 6)

Bug Fixes:
- Fixed broken faction demands
- Removed Happy Aristocrat demand until I can figure out why it's broken

Opdatering: 7. feb. 2019 kl. 15:48

Updated with Glavius changes
Trader Enclaves won't trade alloys and consumer goods until after the galactic market has been founded

Opdatering: 7. feb. 2019 kl. 15:04

1.1.4
- Compatibility with 2.2.5 beta patch

Additions
- New Edict, Pitharan Fertilizer
- New Edict, Crystalline Hull Plating
- Amusement Megaplex and Underground Clubs are more effective on gaia and resort worlds, especially gaia resort worlds
- When an enclave station is destroyed, one lucky nation will get two refugee pops. They will strongly prefer to flee to the space owner of their system, if that is an option
- Trader Enclaves offer alloys and consumer goods at base market price + a fee
- Changed how enclave species get their extra traits
- Planets that have been expanded with the Mastery of Nature perk can be expanded further underground. Similar to the ability of Subterranean Evolution civic, but significantly more expensive.
- Resort Worlds give +50% trade value, +1 entertainer job per 5 pops, +20% amenities and immigration pull to other planets
- Iferyx playable with Megacorp, as a democracy with the Merchant Guilds and Shadow Government civics
- Can build trade buildings on habitats once there are no more free districts
- Additional faction demands
- Democratic Crusaders can make claims against non democracies under liberation war policy. Democratic players that are militarist and fanatic egalitarian can do the same.

Tweaks:
- Crime from new unique criminal syndicate buildings have been brought up to match the vanilla buildings
- Democratic Crusaders will generally prefer liberation wars policy
- Utopian Communal Housing upkeep increased to 4 energy (up from 3)
- Merchant Guilds provide +1 merchant and -1 clerks from trade buildings
- Merchant Guilds no longer give bonuses to clerks
- Exalted Priesthood give +25% spiritualist ethics attraction, high priests give +1 amenities
- Removed native +10% pop assembly speed from Machine Intelligence

Bug Fixes:
- Can resettle slaves regardless of policy, for real this time