Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Update: Jul 8, 2019 @ 12:50pm

1.3.0
Additions:
- New Civic: Chrysalic Young
- New Trait: Carefree
- New Trait: Skittish
- New Trait: Endemic
- New Technology: Psionic Revitalization
- Warrior Culture: arenas replace holo-theaters
- Trading Post: -50% border friction with non-gestalts (experimental)
- Franchising: Subsidiaries give an additional flat monthly +5 energy and +0.25 influence
- Mining Corporation renamed Mining Conglomerate
- Some civics give +1 political power and +5% happiness to some jobs (if pop not a slave)
- Agrarian Idyll: Farmers
- Citizen Service and Warrior Culture (and corp equivalent): Soldiers
- Exalted Priesthood: Priests
- Mining Guilds: Miners
- Natural Hunters: Hunters
- Slaver's Guild and Police State (and corp equivalents): Enforcers
- Technocracy (and corp equivalent): Scientists
- Zealous Crusaders: Templars
- Repurposed Hardware costs -2 and also gives -1 leader level
- Corporations get better and more varried trade policy
- Baol decision adds one random rare resource deposit

Tweaks:
- Interplanetary Logistics gives +15% defensive army health and morale (was +33% defensive army health)
- Citadel tech gives +15% defensive army health and damage
- Genetic Memory gives +2 max level, +20% unity from jobs
- Clonal Colony gives -5% habitability (from -10%)
- Conformist and Obedient pops less likely to flee
- Bribe Law Enforcement decison reworked into an empire edict, due to game limitations
- With Slaver's Guild (and corp equivalent), enslaved clerks get +10% trade value and amenities
- Cut-throat politics, Ruthless Competition, leaders less likely to get bad traits

Bugfixes:
- Updated special decisions to 2.3.3
- Updated leader trait gain to 2.2.3
- Fixed Subterranean Evolution icon

Update: Jul 4, 2019 @ 12:05am

1.2.9
Additions:
- New Civic: Vault Tech
- Survivor trait only gets +60% tomb world habitability (down from +70%) (as it gets +10% general habitability)
- Robot Empires get -40% biological pop growth
- With the Droid technology, can reprogram captured machine units using the Assimilation citizenship right
- Pops assimilating into synths will get traits based off of their organic traits
- Purging robots gives engineering research and 25 minerals
- Nu-Baol pops are Photosynthetic and Lethargic, Ancient instead of Venerable
- If you are a hive mind, but not a devouring swarm, Nu-Baol pops will also have the hive mind trait
- Decadent pops will be slightly happier as bio-trophies
- Commercial Buildings give +2%/+4% trade value
- Agrarian Idyll: commercial buildings replaced with farmers market, +5%/10% food production

Tweaks:
- Due to above changes to robot empires, biological pop growth malus from Assimilators removed, Servitors only get a -10% malus
- Policy file rewritten to only modify the policies that need to be modified
- Philosopher King gets +5% ruler production
- The Red/Green/Blue traits can be gene modded on and off once you get it
- Temples give extra planetary unity (+5% per level)
- Devouring swarms can release vassals of their species
- Determined Exterminators can release subjects with any machine species (they only dislike organics)
- Criminal Underworld and gestalt equivalent modifiers give more criminal jobs per crime
- Empire Sprawl also has small effect on ethics attraction
- Clerks and Entertainers produce +1 trade value on resort worlds
- Strong and Very Strong Duelists give +1 amenities

Bug Fixes:
- Robot empires can no longer get high on zro edicts
- Closed Collective and Closed Network civs are now locked in to passive study of primitives
- Fixed start screen for subteranean civic
- Fixed Preemptive Strike special project from failing after only 2 days
- Decoupled from Glavius more cleanly
- Bureaucratic Complex will not be auto-destroyed under Byzantine Hierarchy

Removals:
- Removed change to pop ethics defines to make room for other mods that do the same job

Update: Jun 22, 2019 @ 12:18am

1.2.8
No longer explicitly requires Glavius AI
Additions:
- New Trait: Amphibious
- New Trait: Arid Adaptations
- Deviant gives +15% Ethics Shift Chance
- Agrarian Idyll: Sponser Fair decision replaces Distribute Luxuries, costs equal amounts of food and consumer goods, gives +25% amenities, +15% trade, +1 clerk jobs (someone's got to run the fair)
- Everyone except Devouring Swarms can release vassals
- With the zro distillation tech and the transcendence perk, psionic pops that are being purged or under livestock slavery produce zro
- If your chosen one dies, you can get another one from the shroud
- With the Initiate Performance Competition decison active, executives and managers ~10% produce more trade value
- Yuht Cleansing Process will remove hunting preserves, cunning flora
- Rare resource miners produce +1 resource

Tweaks:
- Telepaths give +2.5 stability (down from +5)
- Nanite Dust gives +75% terraforming speed (up from +30%) and +25% terraforming cost, no longer costs energy
- Nanite Scales gives +25% food production (up from +20%)
- Nature Preserve will give Science Communicator Jobs if a Technocracy
- Machine Empires no longer get +1 miner jobs from Mineral Processing Facilities (done by accident earlier, but made official now)
- Food Processing Center costs 500 food for hive minds (was 300)
- Militant Isolationists will start with the ageles trait
- Added unique tech icons for the new agrarian idyll techs

Bug Fixes:
- Restored changes to Resort and Penal colonies that were lost in the update to 2.3.*
- Updated edict and policy files to 2.3.*
- Updated species class file for 2.3.*
- Closed Collective and Closed Network can no longer use the unrestricted war policy
- Energy grids now give +1 technician jobs to robot empires, as intended
- Regular rare resource miners have 1 energy upkeep, like their gestalt counterparts
- Gestalt rare resource manufacturing jobs are now have the correct resource category
- Fixed missing icon for hive food production tech
- Hopefully ensured that Feudal Realm civs will get a Duchy instead of a vassal when subjugating another civ

Update: Jun 14, 2019 @ 2:03pm

1.2.7.1
Tweak:
- Machine World civic starts with size 20 world
- Telepaths give +5 stability, but only 30% crime reduction (down from 35%)

Bug Fixes:
- Properly updated gestalt jobs to 2.3.*

Update: Jun 11, 2019 @ 2:44pm

Initial Upload

Update: Jun 6, 2019 @ 12:15pm

1.2.7
Compatibility with Stellaris Patch 2.3.0 (Wolfe)

Additions:
- Can build branch offices on another corp's planet if either 1) you are a criminal syndicate, or 2) they are your subsidiary
- Machine and Synthetic Empires get +25% mining station output (was +10%)
- Temple of Prosperity now gives +6 unity

Tweaks:
- Duchies now give a flat +0.25 influence
- Machine and Synthetic Empires no longer get less housing requirements
- Tech Startup now requires Fanatical Materialist ethics

Removals:
- Imperial Prerogative / Universal Transactions no longer give bonus admin cap to rulers, other effects moved to expanded megastructures
- Removed ringworld foundry district

Bug Fixes:
- Duchies now tax minerals and energy properly
- Overlords can no longer declare wars on their duchy subjects

Update: May 20, 2019 @ 8:15am

Initial Upload

Update: May 17, 2019 @ 10:34am

Initial Upload

Update: May 16, 2019 @ 7:31pm

Initial Upload

Update: May 16, 2019 @ 5:52pm

1.2.6
Additions:
- New Civic: Eusocial Hive Mind
- New Trait: Rooted, plantoids only
- New Trait: Inept
- New Trait: Uninventive
- New Trait: Lethargic
- New Edict: Nanite Dust
- New Edict: Nanite Scales
- Post-Apocalyptic gives an underground vault deposit instead of a research lab on homeworld. Vault gives +2 researcher and +1 soldier jobs, +3 housing, +20% physics research.
- Philosopher King, rulers start at +1 level
- Hive Warren Buildings have cost split between food and minerals/energy
- Expanded Warren has +8 food upkeep instead of rare crystal upkeep
- Pops will evaluate their ethics more often (~5% of pops every 90 days, verses ~2% of pops every year)
- Basic assault armies for hives have cost split between food and minerals/energy
- Base administrative cap increased to 40 (was 30)
- Clerks give +1 trade value per 50 pops (up to 200 pops)
- Merchants and Executives give +1 trade value per 100 pops (up to 400 pops)
- Bio-Trophies get -50% growth speed, approximately what they were supposed to get
- Despolation CB also gives alloys and consumer goods upon victory
- Barbaric Despoilers get +5% fire rate
- Pops under chemical bliss won't work important jobs

Tweaks:
- Delicate Ecosystem modifier will no longer spawn on gaia worlds
- Ancient trait cost restored back to 4
- Metabolism traits can now be added and removed by gene modding
- Clerk and Manager jobs produce a more noticable amound of trade value if any pops on planet have a high living standard, and now includes Merchants and Executives
- Xenophobic Protectionists hate Driven Assimilator and Rogue Servitor, same as Democratic Crusaders
- Zealous Crusaders get +15% fire rate (was +10%)
- Utopian Communal Housing maintenance increased to 8 (was 4)
- Agrarian Idyll techs no longer give extra housing, give +5% production instead
- No longer tweak surrender weights

Bug Fixes:
- Fixed Worker Coop localization
- Updated pop weights to bring them in line with Glavius
- Fixed machine world industrial districts
- Peaceful Collective now has an icon