Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Update: Sep 25, 2021 @ 7:42pm

Update: Sep 25, 2021 @ 4:50pm

Update: Sep 25, 2021 @ 4:16pm

Update: Sep 25, 2021 @ 2:52pm

Update: Sep 25, 2021 @ 2:40pm

1.5.0
Updated to 3.1.1
Additions:
- New Civic: Organic Construction
- New Wargoal: Open Markets
- Suppressing a faction will make its members very unhappy
- Pops will be less happy if certain faction demands are not met
- Expropriation wars give corps 2000 energy per branch office on a status quo peace
- Expropriation wars statue quo peace against criminal syndicates only closes branch offices on planets with less than 50 crime, remaining branch offices give -50 crime on their planets for 10 years.
- Organic Housing districts give +1 caretaker drones and housing
- Restoring the shattered ring requires the prerequisites for mega-engineering, instead of mega-engineering itself
- Spiritualists look down on pleasure seekers (unless they are one themselves)
- AI Pleasure Seekers can, under the right circumstances, become decadent hierarchies or decadent technocracies
- Masterful Crafters and Mastercraft Inc, industrial subsidies edict costs less influence
- Corporate AI empires will be slightly more common
- Private Shipyards built by Catalytic Processing empires give catalytic technician jobs

Tweaks:
- Trading Posts gives -25% border friction, instead of +20 opinion with neighbors
- Territorial gives +100% border friction
- Increased cooldown for Fund and Underground Railroad to 2 years
- Plantoids only give -10% food and energy upkeep, no longer increase housing requirements
- Rogue Servitors cannot build coordination districts on city worlds (gets bio-trophies instead)
- Merchant Guilds, trade buildings provide +1 manager jobs, instead of +1 merchant jobs
- Health Maintenance Organization, healthcare workers give +8 trade value (since there are less healthcare worker jobs)
- All sacrifices give +25% spiritualist ethics attraction
- New army types will inherit an appropriate vanilla name list
- Adjusted jobs given per pop from certain modifiers and buildings
- Synthetic Mastery unlocks the Decadent living standard for full citizens
- Crusader civic can be added and removed
- Infestation pools give fewer infested pop jobs

Bug Fixes:
- Cave Cleaner and Gas Plant Engineer Drones now have the correct job category
- Mastercraft Inc. gives artisan jobs on city and ring worlds
- Fixed new jobs not benefiting from processing and manufacturing buildigns
- Fixed turtle miner job not benefiting from mining guild and rockbreaker civics
- Decadent living standard gives additional political power to rulers and specialists (same as Decent Conditions living standard)
- Fixed Self-Modification event chain not firing
- Hive Mind Reanimators will get undead defensive armies
- AI will usually restore their shattered rings
- Fixed logic error in influence cost of Universal Prosperity edict
- Lithoids cannot prospect resort worlds
- Syncretic Crystals now also requires the host to have the Lithoid DLC
- Democratic Crusaders won't hate royal trading companies more than other types of oligarchies
- AI can build mercenary undead armies
- Game Dev / Underground Chemist branch office buildings increase production of local artisans
- Some unique criminal branch office buildings produce less crime
- Fixed broken localiation
- Fixed a few typos

Removals:
- Replaced old undead army spawn event (now redundant)
- Removed planet capacity housing code (now redundant)
- Removed void dweller anti-cheese code (now redundant)
- Removed Church of Greed (now redundant)
- Removed science communicator jobs, researchers under technocracy give unity again
- Removed Clonal Colony (replaced with Budding)
- Technocracy no longer affects death chronicler jobs
- Reanimators no longer start with Centralized Command half researched (now redundant)
- Removed changes to the Interloper and the Shattered Ring (now redundant)
- Lithoid shattered rings no longer get extra mineral deposit (now redundant)
- Plantoids no longer build districts out of food (effect moved to new civic)
- Redo how species class traits work, in light of 3.1.1 changes
- Sacrifice: Harmony no longer effects governing ethics attraction

Update: Aug 26, 2021 @ 1:46pm

1.4.9.7
Additions:
- Purging and enslaved pops reduce stability slightly

Tweaks:
- Beacon of Liberty gives -15% empire size from pops, no longer gives +20% diplo weight from pops
- Imperial Cult, Managerial Synergy, Hardened Synapses, and Master Computer give +2 Edict Capacity
- Imperial Cult gives +25% authoritarian ethics attraction instead of governing ethics attraction
- Managerial Synergy, executives no longer give unity
- Hardened Synapses, -20% edict and campaign costs, synapse drones no longer produce stability
- Idealistic Foundation gives +10% happiness, no longer gives +0.5 influence
- Environmentalist gives -20% consumer goods consumption (from -10%)
- Megastore gives +20% consumer goods production (from +15%)
- Parliamentary System and Chamber of Commerce gives +40% influence from factions (was +25%)
- Efficient Bureaucracy, Divided Attention, and Efficient Administrative Protocols gives +20% admin cap (from +10%), no longer reduces bureaucrat or synapse drone upkeep
- Nationalistic Zeal gives -20% war exhaustion, -15% claim costs (from -10% each)
- Media Conglomerate gives -20% war exhaustion (from -5%)
- Reanimated Armies and equivalents gives -10% war exhaustion (from -5%)
- Functional Architecture, Construction Company, and Constructobot gives +2 building slots, -15% building cost, no longer reduces building maintenance
- Integrated Bioarchitecture gives +2 building slots
Subspace Ephapse gives +20% sublight speed instead of +10 fleet command limit
- Slaver Guilds / Indentured Assets only give 35% enslavement ratio
- Ancient Palace deposit gives +8 amenities instead of admin capacity

Bug Fixes:
- Fixed bug in how Idealistic Foundation calculates happiness
- Fixed workers not promoting to specialists
- Servant and equivalent jobs should now work as intended

Update: Aug 25, 2021 @ 8:37pm

Update: Aug 25, 2021 @ 3:39pm

1.4.9.6
Additions:
- New Civic: Territorial

Tweaks:
- Opened up more labor policies for corporate authorities
- Dictatorial and imperial authorities cannot use full labor rights
- Artisan, Foundry, and Refinery jobs now produce more waste with Ecology Mod

Bug Fixes:
- The Encourage Growth faction demand now requires Gene Crops
- Improved compatibility with Real Space: New Frontiers
- Hive and plantoid AI empires should now build districts

Update: Aug 22, 2021 @ 3:44pm

1.4.9.5
Additions:
- New Labor Policy: Worker-Owned, requires fanatic egalitarian
- Distant colonies have lower governing ethics attraction

Tweaks:
- Clerks only give +2 amenities, but get +1 amenities with Galactic Administration
- With Agrarian Idyll, Farmers/Miners only give +2 amenities, but get +1 amenities with Agrarian Utopias
- Food rationing edict only costs 50 influence
- The extreme labor policies give +25% egalitarian or authoritarian ethics attraction
- All labor policies except none also give specialist political power
- Distribute Luxury Goods now costs influence to cancel
- Remote colony penalties start at 20 jumps from the capital
- Mastery of Nature spawns new deposits slightly less often
- Baol life seeding only has a 50% of adding a deposit
- Necroids no longer get an opinion malus with gestalts

Bug Fixes:
- Better compatibility with Real Space: New Frontiers

Removals:
- Empire Sprawl no longer lowers governing ethics attractions

Update: Aug 3, 2021 @ 9:41pm