Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
Showing 191-200 of 353 entries
< 1 ... 18  19  20  21  22 ... 36 >
Update: Aug 2, 2021 @ 11:42am

1.4.9.4
Additions:
- New origin icons, by Pawjwp
- New Decision: Maintenance Subsidies
- Rulers and Specialists require more amenities
- Synthetic Empires cannot build healthcare buildings
- Healthcare buildings give only +1/+2 jobs
- Medical Workers give +5% habitability (from +2.5%)
- Medical Workers give +10 amenities (from +5)
- Medical Workers give extra amenities or trade value, depending on healthcare policy
- Spawning Drones give extra amenities or lower upkeep, depending on healthcare policy
- HMO branch office buildings are now planet uniques, give +5% organic pop assembly
- HMO, Mechanist, and Reanimated Armies branch office buildings give slightly more energy and research
- Media Conglomerate, Entertainment Studios / Syndicate Outreach branch office produces extra trade value
- PR Specialists, PR branch office produces extra trade value
- Military Companies, Military Contractor branch office produces extra trade value
- Trading Posts and Free Traders, Commercial Forum branch office produces extra trade value
- Imperial Concession Ports give +10% trade value
- New Healthcare policy for spiritualists

Tweaks:
- Mammalian trait gives -10% cold habitability, no longer gives -5% dry habitability
- Pops flee starvation slightly more often
- Amenities always increase pop growth (up to +25%)
- Clerks give +3 amenities
- Machine Maintenance Drones give an extra +0.5 amenities
- Agrarian Idyll, farmers / miners give +3 amenities
- Spawning and Caretaker jobs give +8 amenities
- Cooperative and Private authorities given less restrictive requirements
- Prosperous Unification / Ancien Régime, starting deposit gives less unity, but increases admin capacity
- Tempestuous Unification, starting modifier gives less unity, but increases naval capacity, and has been given a different icon
- Shared Burdens and Worker Coop, rulers and specialists use less amenities
- Agrarian Idyll, +1 building slot per 8 rural districts (was per 10)
- Naval Contractors give extra trade value from private shipyards instead of military contractors branch office buildings (pirate haven unchanged)
- HMO, medical workers give +6 trade value (from +4)
- Drone Healthcare also effects organic pop assembly
- Criminal Syndicates can only build branch offices within other megacorps if the planet has at least 25 crime

Bug Fixes:
- Fixed artisan drones not producing consumer goods
- Fixed bug that prevented shroud being ultimatum if you switch to incompatible ethics or authority
- Fixed some weirdness with specialist job weights
- Re-wrote ai budget for greater compatibility with other mods
- Fixed bugged agrarian idyll tooltip
- Fixed human preset empires not showing up

Update: Jun 28, 2021 @ 7:32pm

1.4.9.3
Additions:
- New Campaign: Mentorship / Autonomous Drone
- Added additional ai weights to first contact policy

Tweaks:
- Removed subterranean decision from Mastery of Nature. Instead, Mastery of Nature gives +3 districts and +10% habitability
- Mastery of Nature now costs 2000 energy and minerals, 75 influence (from 2500 energy, 50 influence)
- Cyberocracy, Replaces one administrator job with a high programmer job, which gives stability and research
- Cyberocracy cannot be taken with Aristocratic Elite
- Garrison Bot and Delicate can be used with robots, as they can work soldier jobs
- Entertainers and duelists no longer give a nominal amount of trade value. Instead, holo theaters give +1% trade value per level, arenas give +1% happiness per level
- Culture workers no longer give a token amount of trade value
- With Ecology Mod, buildings that increase resources from jobs (Energy Grids, Alloy Foundries, ext) also increase waste from jobs
- Tweaked some job weights

Bug Fixes:
- With Synthetic Mastery, robots won't take servant jobs if there are any non-robotic workers (unless they have the Domestic Protocols trait)
- Fixed Broken Manifesti faction demand

Update: Jun 1, 2021 @ 11:12pm

1.4.9.2
Tweaks:
- Under Idealistic Foundation, most pops suffer a happiness penalty if the progressive faction falls below 45% approval
- With both Merchants Guild and Exalted Priesthood, High Priests and Merchants give +1 amenities
- With both Merchants Guild and Aristocratic Elite, Nobles and Merchants give +1 amenities

Bug Fixes:
- Fixed bug with Manifesti faction

Update: Jun 1, 2021 @ 8:47pm

1.4.9.1
Tweaks:
- For performance reasons, Idealistic Foundation now always gives +0.5 influence
- Reorder traits so that they appear in logical places in the empire designer
- Cannot use Criminal Heritage with Fanatic Xenophile or Fanatic Egalitarian
- With Ecology Mod, capital production tech increases waste from miner and industrial jobs

Update: Jun 1, 2021 @ 1:37pm

Assimilators start with extra districts to prevent unemployment at game start

Update: Jun 1, 2021 @ 1:13pm

1.4.9.0
Additions:
- New Civic: Reanimated Military Companies
- New Civic: Necrophagic Armies
- New Edict: Dark Matter Explosives
- New Edict: Extradimensional Research
- New Edict: Nanite Cloud
- New Government types
- Converted to Origin: Cyberocracy and Heavenly Choir
- Converted to Origin: Natural Hunter, now available to corps and to hive minds, only gives +25% army morale (from +33%)
- Converted to Origin: Fanatical Befrienders
- Shattered Ring, the Interloper and the Shattered Ring each give +15 minerals (up from +10)
- Shattered Ring, Non-Hive Lithoids start with a temple or commercial building, to prevent unemployment
- Shattered Ring, Lithoids get a mineral deposit on the main ring, which will run out in about 100 years
- Void Dweller, Non-Hive Lithoids get an extra building on the capital habitat, to prevent unemployment
- Galactic Doorstep gives greater progress on gateway techs
- Galactic Doorstep gives -15% gateway construction cost
- Those without the Calamitous Birth origin can remove craters with the Ecological Adaptation tech
- Cannot use Meritocracy with Xenophobe
- Nationalistic Zeal, +1 max rivalry, liked less by peaceful empires
- Idealistic Foundation, +2 diplomacy operation skill, only +25% egalitarian ethics attraction
- Technocracy / Tech Startup gives +25% materialist ethics attraction
- Franchising, -15% branch office cost, empire size from branch offices returned to vanilla value
- With Criminal Heritage, Temple of Prosperity is replaced with the Church of Greed
- Criminal Heritage, +1 max rivalry
- Media Conglomerate, +2 skill at manipulation operations
- Subsumed Will / OTA Updates, +50% automatic resettlement chance
- Parasitic Hive, Guaranteed worlds home to primitive civilizations (same as Necrophage)
- Starvation Fearing gives +1 agri/mining drone per 25 pops (from per 20 pops)
- Natural Neural Network, -20% researcher upkeep
- Hive Minds also gets +25% pop assembly
- Hive Mind, farmers produce +1 food (if Lithoid, miners produce +1 minerals instead)
- Crime Lord Deal removed if crime goes below 10 (checked yearly)
- Clearing city ruins give artifacts (requires Ancient Relics)
- Open Markets give +10% diplo weight from economy
- Secure Shipping trade protection increased to 10 (up from 5)
- Deviancy Protocols / Divergence Suppression gives -20 deviance (from -10)
- Enhanced Recycling gives 25% refund per demolished building (up from 15%)
- Latent Psionic gives +5% happiness, Psionic gives +10%
- Warrior Drones get +2 defensive armies under Deploy Hunter-Killer Drones / Activate Compliance Protocols (same as soldiers under martial law)
- Necromancers get +5 stability when under martial law
- Maintenance Drones give +6 amenities, cut down most job sources by about a third
- Leisure district (Ecumenopolis) will give priest or manager jobs when appropriate
- New Coordination Districts for Gestalts Ecumenopolis, give +5 synapse drone/evaluator and +5 brain drone/calculator jobs
- Nanite Transmuter provides 4 rare resources each (up form 2)
- Did another pass to reduce jobs from corporate branch offices
- Kel-Azaan Republic use the Natural Hunters origin
- Glebsig Foundation uses On the Shoulders of Giants origin (without Federations, uses the Galactic Doorstep origin instead)
- The Blorg use the Fanatical Befriender origin, restored civics to vanilla
- XT-489 Eliminators uses the Resource Consolidation origin

Tweaks:
- Byzantine Bureaucracy, administrative buildings give -2% housing and amenities usage per level (up from +1%)
- Security Company gives +20 base intel (from +10)
- Worker Coop gives -20% empire size from pops (from -15%)
- Static Research Analysis, reduced upkeep of maintenance drones to 0.25 energy, fixed civic tooltip
- Public Works decision no longer gives laborer jobs, instead unemployed worker and specialist pops produce +1 minerals and +2 amenities
- Hunting preserve no longer gives a clerk job
- Hunting preserve gives +2 housing (from +3) and +5 society research (from +3)
- Natural Hunter jobs give -5 crime each
- Serf jobs provide 2 food/minerals (up from +1)
- Criminal modifiers give less jobs per crime
- Fortress buildings no longer give housing, as per vanilla

Bug Fixes:
- Lithoid Colony Ships won't apply craters to artificial planets (ring worlds, habitats, ext)
- Lithoid Colony Ships won't apply craters if the planet already has one
- Fix bug with Heavenly Choir if you switch to democratic or megacorp
- Heavenly Choir, if a non-shroud being is elected, they are immediately turned into a shroud being
- Fixed bugs with hive armies
- Fixed broken tooltip for Factory Overclocking civic
- Hive Minds won't start at a food deficit
- Fixed bug in Megachurch government trigger
- Temporary work around so solitary, ext, give less planet capacity

Update: May 27, 2021 @ 4:29pm

1.4.8.9
Additions:
- Organic Slurry gives 20 food
- Rogue Servators give +1 envoys, +20% diplo weight from pops, -20% diplo weight from fleets
- Conformist, Docile, Communal, and Obedient bio-trophies give less crime, Deviant, Unruly, Solitary, and Quarrelsome bio-trophies give more
- Decadent bio-trophies are happier
- Bio-Trophies give minor bonuses based on their traits

Tweaks:
- Syndicate Bribery only reduces crime from enforces by 5 (was 10), costs reduced to 300 consumer goods (was 500)
- Megacorps are significantly more willing to sign commercial pacts

Bug Fixes:
- Fixed some weirdness with the union and healthcare policies
- Unemployed bio-trophies produce less crime

Update: May 24, 2021 @ 12:46pm

1.4.8.8
Additions:
- Merchant Guilds can be used with Exalted Priesthood (uses Megachurch government)
- Merchant Guilds can be used with Aristocrat Elite (uses Merchant Republic government)

Bug Fixes:
- Fixed Hydroponic Farms not giving jobs to regular empires

Update: May 23, 2021 @ 10:15pm

1.4.8.7
Additions:
- With Ecology Mod, some jobs produce extra waste (mostly industrial jobs)

Tweaks:
- Pops give less crime (especially unemployed pops)
- Tweaked some job weights

Bug Fixes:
- Fixed the Finders Keepers event so you shouldn't find your own encryption key

Update: May 23, 2021 @ 12:45pm