Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
Showing 281-290 of 369 entries
< 1 ... 27  28  29  30  31 ... 37 >
Update: Oct 11, 2019 @ 2:56pm

1.3.7
Updated for 2.4.0
Additions:
- You can only build one Numistic Shrine per deal
- Enforcers give less crime reduction on populated planets (60 or more)

Tweaks:
- AI won't turn gaia, hive, and machine worlds into city worlds
- Cannot guarantee someone currently at war
- Galactic Stock Exchanges gives 1 merchant job per 50 pops (was 40), and has a rare crystal upkeep
- Megacorp roboticist building gives private roboticist jobs which give +1 assembly point
- With Ecology Mod, Consumerist civic will get 1 additional merchant job and one less clerk job from trade buildings and will start with the Space Trading Technology
- Non genocidal machine empires will tend to like materialists and cyborgs and dislike spiritualists
- Organic pop growth penalty for machine empires raised to -50% (was -40%)

Bug Fixes:
- Added missing icons
- Awakened FE can build city worlds

Update: Sep 29, 2019 @ 9:32am

Initial Upload

Update: Sep 25, 2019 @ 12:29pm

1.3.6
Additions:
- NEW Civic: Harmonious Hive Mind
- NEW Civic: Cooperative Network
- NEW Civic: Extant Creator
- NEW Policy: Vassal Autonomy
- NEW Edict: Zro Aphrodisiac
- NEW Vassal Type: Charter Company
- Encourage Growth and Distribute Luxuries are now toggles
- Non-special gestalts can give non-gestalts resident citizenship, but too many free non-gestalts will cause increasing penalties (see full features for details)
- New gestalt ai personalities
- Gestalts can use regular slavery, slaves and residents can only work simple drone jobs
- Unique branch office buildings for the Megastore civic
- Battle Thralls give +2 naval capacity from soldier, enforcer, duelist, and overseer jobs
- Unemployed Battle Thralls work grunt jobs, giving naval capacity and defensive armies
- Domination opener gives +1 defensive army from soldiers
- Imperious Architecture gives +1 housing to fortress buildings
- Citadels of Faith give +1 high priest jobs
- With Technocracy, Auto-Curating Vault gives +1 Head Researcher
- Oracle Administration modifier gives -10% empire sprawl penalty
- Mining Guilds and its equivalents give +10% mining station output
- Functional Architecture and its equivalents give +2 housing from housing buildings
- Added new faction demands related to the new vassal autonomy policy
- Pops being displaced or neutered can work normal worker jobs
- High amenities gives bonus to trade value / simple drone production
- Stratification faction demand will also be satisfied if all species not your own is a resident

Tweaks:
- Trading Post gives +20 opinion with non-gestalt neighbors, instead of -50% border friction
- Slaver's guild, slaves who's species is not entirely enslaved can take entertainer and enforcer jobs
- Terraformer can no longer be added or removed after game start
- Machine World now gives +1 max districts
- Primitive Cyborgs get -10 opinion from non-materialist empires, no longer requires the repugnant trait
- Mechanist gets +15% robot assembly speed instead of an additional roboticists job
- More slight ethics tweaks
- Branch office bonus from Commercial Forums/Smuggler Rings have been reduced to their vanilla value
- Smugglers produce 2 consumer goods and 2 trade value (was 4 trade value)
- Cannot make tomb worlds resort worlds
- Abolitionist movements less likely in authoritarian countries

Bug Fixes:
- Fixed crime from criminal Temple of Prosperity
- Branch office buildings that can't be built on city worlds also can't be built on relic worlds
- Fixed some civic icons
- Fixed underground railroad edict so that you can actually use it
- Fixed minor errors in the pop faction files

Update: Aug 29, 2019 @ 12:59am

Initial Upload

Update: Aug 28, 2019 @ 10:15pm

Initial Upload

Update: Aug 27, 2019 @ 11:42pm

Initial Upload

Update: Aug 27, 2019 @ 3:28pm

1.3.5
Additions:
- Psi Corps is now a Empire Unique, turns all enforcers turn into telepaths, unlocks decision to do the same on other planets, no longer gives stability directly (give stability through telepath jobs), gives empire-wide +5% government ethics attraction, now costs zro to build and maintain
- Galactic Stock Exchanges is now an Empire Unique requiring 50 pops, gives +1 merchant job and +10% trade value localy, +20% trade value and +1 merchant job per 40 pops across empire, cost increased to 1000 minerals
- Ministry of Production / Production Center is now a sector unique, applying its bonus across the sector. The planet it's built on gets an additional +5% bonus
- Private Research Enterprises / Illicit Research Labs gives +1 researcher job
- Public Relations Firm and Private Construction Contractors gives +1 manager job
- Gang Wars modifier gives -5 stability, +1 Criminal job, + 1 Criminal jobs per 17 crime
- Drug Trade modifier gives +1 Smuggler, Apothecary, and Criminal jobs, +1 Apothecary and Criminal jobs per 33 crime
- Mob Rule modifier gives +1 Commissioner job, +1 Criminal job, + 1 Criminal jobs per 17 crime
- Some temporary criminal modifiers also gives unique jobs
- Natural Hunters, livestock slaves get special Prey job, which also produces +2 amenities
- Crime gives +1 emigration push per crime
- Deviancy gives -0.33% unity from jobs per deviancy
- Food and consumer good deficits will increase emigration push
- Added some easter-egg dialogue

Tweaks:
- Unique jobs from criminal branch office buildings give some negative effects
- Questionable Charity also gives emigration push on the planet it is built on
- Telepaths give +2 stability (from +2.5)
- Telepaths only give -25% crime reduction (from -30%)
- Slave Overseers give only -20 crime, same as enforcers
- Deviant Drones have food upkeep instead of energy upkeep
- More crime from criminal syndicate buildings
- Chrysalic Young renamed Chrysalid Young, because chrysalic isn't a word
- More subtle ethics attraction tweaks
- Pops are much less likely flee starvation, low living standards, or high crime if they have another country they can migrate to
- With Galactic Administration, the Hive Nexus gives +2 synapse drone and +1 hunter-seeker drone jobs once you reach 80 pops (was only the capital)
- Primary Synaptic Confluence renamed to Seat of Consciousness
- Natural Hunters gets a new icon
- Removed colony types files, as it is no longer needed

Bug Fixes:
- Fixed bugged start screen message for post-apocalyptic empires
- Fixed Activity Program modifier not doing anything
- Fixed Buged name and description for Subterranean Evolution for hive minds
- Unemployed utopian abundance workers get their own job with the same output and upkeep, so that they don't effect emigration push from unemployment
- Send Artifacts to Museum Exhibits decision also gives unity bonus to priests

Update: Aug 17, 2019 @ 12:33pm

1.3.4
- Added Support for Hybrids Animated Portraits
Additions:
- New Building: Mafia Commission
- New Building: Questionable Charity
- Edict to keep idiot ai federation members from declaring war for 10 years
- Unique text if you get presapient refugees
- Criminal Branch Offices have a base crime of 40 (up from 25)
- New Abolitionist Events
- Empires can fund an underground railroad
- Slaves are much less likely to flee without an underground railroad on the planet
- Ending a deal with local crime lords while crime is too high might have negative consequences

Tweaks:
- Strength of Legions give 1 warrior job per 20 pops (was 25)
- Worker Coop gets +20% influence from factions, instead of +5 stability and +5% amenity usage
- Idealistic Foundation gets +0.5 influence if certain progressive faction demands are met (same as beacon of liberty)
- Pops five times less likely to flee from high crime if crime lord deal active
- Numistic Temple gives +10% unity and spiritualist ethics attraction, in line with other temples
- Refugee MTTH has been increased in general, and for slaves in particular
- Resources and jobs from corporate buildings have been doubled
- Amusement Megaplex and Underground Clubs gives +1 entertainer job
- Mercenary Liaison Office/Pirate Free Haven produce 10 energy for its corporate owner if the planet's owner is at war (or has pirates, in case of the Pirate Free Haven)
- Mercenary Liaison Office/Pirate Free Haven allow for the construction of merc armies, which cost energy instead of minerals, branch office owner gets a cut when built
- Private Military Industries gives +1 metallurgist job
- Some corporate buildings produce unique jobs
- Tweaks to ethics attraction

Bug Fixes:
- Refugees must be able to survive in the empire that they are fleeing to
- Cleaned up icon for Uninventive trait
- Corvee's Laborer jops properly classified in the worked category
- Determined Exterminators get unity from purges (2/month, same as fanatic purifiers)
- Portal researchers won't give extra unity with Technocracy civic

Update: Jul 31, 2019 @ 3:56pm

Initial Upload

Update: Jul 31, 2019 @ 3:45pm

Initial Upload