Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Update: May 10, 2019 @ 8:54pm

1.2.5.1
Additions:
Agrarian Idyll and Agribusiness, farming subsidies give +25% food, available at game start

Tweak:
- Megacorp ai is slightly more willing to sign commercial pacts

Bug Fixes:
- Localization for the Pirate Hunter trait is fixed, for real this time
- Fixed bug in random names for Royal Trade Company empires
- Fixed non-gestalt rulers getting gestalt traits on level-up and vice-versa

Removals:
- Removed ethic attraction weights

Update: May 9, 2019 @ 9:26pm

1.2.5
Additions:
- New Trait, Crafty
- Artificial Personality Matrix tech (tier 4) for machine empires
- Synthetic Empires get +1 technicians from city districts
- New demand from the prosperity faction, encourage growth, triggered by using Nutritional Plenitude policy, +5 / -0
- Restored Genetic Purity demand for the supremacy faction under Fanatical Purifiers, +5 / -5
- Restored the Regional Governance demand for the tolalitarian faction, +0 / -5
- Fanatical purifiers will get +15 instead of +10 to imperialist faction happiness after a successful conquest
- Tweaked ethic attraction weights
- Hive Minds like authoritarians and dislike egalitarians
- Authoritarians dislike hive minds less
- Complex Drone jobs can no longer be worked by nerve-stapled or prole pops
- With both Agribusiness and Criminal Syndicate, farmers produce an additional +2 trade value (+4 total) (Because they're not just growing turnips, if you know what I mean)
- Fallen Empires get more ships and a full store of alloys and consumer goods when they awaken
- Fallen Empires automatically rebuild any ruined gateways when they awaken
- 50% chance xenophobe fallen empire will have a wormhole in their borders leading to a random system
- Two new techs for Agrarian Idyll, tier 4, which gives +1 foundry job from mines / +1 artisan job from farms, +1 housing from mines / farms, +2% alloys from foundry jobs / consumer coods from artisan jobs

Tweaks:
- Xenoist no alien slaves demand no longer applies if you have the slaver's guild or indentured assets civic
- Removed ruined megastructure from xenophobe empire, as that has the potential to cause way to much havok
- Xenophobe awakened empires will no longer build gateways, for the same reason
- Exploited homeworld no longer gives the bleak modifier

Bug Fixes:
- Fixed effect localiation on the Pirate Hunter admiral trait
- Cleaned up custom descriptions of some technologies
- Cleaned up refugee script effects

Update: May 5, 2019 @ 11:12am

1.2.4.1
Tweaks:
- Subterranean Evolution can no longer be removed, is picked less by the ai
- Adjusted ai weighting for crime buildings
- Delicate Ecosystem modifier weight increased to on par with other modifiers
- Drone Campaign (Hive) gives +20% pop growth (was +10%)

Bugfixes:
- Removed Hive Mind changes to assault armies, as it was making them cost nothing
- Fixed not being able to pick refugee policy (will likely require a new game)

Update: May 3, 2019 @ 10:21pm

1.2.4
Additions:
- New Civic: Byzantine Hierarchy
- 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 25 crime, remaining branch offices give -25 crime on their planets for 10 years.

Tweaks:
- Technocracy and Tech Startup gives +1 research to researchers

Bugfixes:
- Fixed Iferyx having wrong government with Megacorp
- Fixed Security Coop And Woorker Coop usable with non-corporates

Update: Apr 27, 2019 @ 3:44pm

1.2.3
Addition:
- New Civic: Security Company
- New Civic: Woorker Coop (with new government type)
- New Civic: Closed Area Network
- With the Galactic Markets tech, clerks and managers give +1 trade value
- Restored Organic Probability Theory tech, which now gives +1 energy to calculator drones
- New Technology, Engineered Agri-Drones, +1 agri-drone food production
- Trading Post now gives -10% starbase building and module cost
- Delegated Functions now gives +10% complex drone production, no longer gives +1 leader pool size
- Shared Burden now gives -5% amenities usage
- Philosopher King now gives +5 stability if you have a level 5+ ruler
- Xenophobes and authoritarians can give residency and slavery citizenship to subspecies of your main species
- Roboticists and Replicators no longer cost mineral upkeep if robot construction is stopped on a planet
- Synthetic Empires gets +1 pop on new colonies, +10% mining station output, similar to machine empires
- New government types for Fanatical Befriender civic
- New government type for Royal Trading Company civic
- Temple of Prosperity will give +40 crime if owner is a Criminal Syndicate
- Temple of Prosperity will convert 2 pops to spiritualist when built (one time only)

Tweaks:
- Delicate Ecosystem now gives -10% amenities usage (was -20%)
- Tech Start-up, researchers give +4 trade value (was +3)
- Technocracy, researchers no longer give unity or extra research
- Technocracy, culture workers replaced by science communicators, which give +4 unity, +2 research
- (If you want them replaced on habitat and city world districts, you will also need my Expanded Megastructures and Technologies mod)
- Technocracy and its equivalents gain 3 months worth of unity after researching a new tech
- Adjusted spawn weights for delicate ecosystem modifier
- Building cost of unique branch office buildings increased to match vanilla values
- Planetary Citadel build time increased to match vanilla values
- Unity and research from master control program jobs increased to match coordinator jobs
- Venerable Elder Site gives -1 administrator and executive jobs
- Venerable Elder Site will not give -1 district on ring worlds
- Venerable Elder jobs under corporate authority will give +4 trade value

Bug Fixes:
- Fixed localiation for Delicate Ecosystem
- Fixed broken localization in the refugee file
- Hopefully fixed feudal empires not using duchies

Removals:
- Changes to Robot/Machine Assembly Plants moved to Expanded Megastructures and Technologies mod
- Changes to Clone Vats moved to Expanded Megastructures and Technologies mod

Update: Apr 20, 2019 @ 8:53pm

1.2.2
Additions:
- With Galactic Administration, the Hive Nexus on the capital world gives +2 synapse drone and +1 hunter-seeker drone jobes
- Cost of hive unity buildings split between minerals/energy and food
- Cost of hive regular assault armies split between minerals/energy and food
- Added the Primary Synaptic Confluence, the Hive equivalent of the Alpha Hub
- Criminal Syndicate branch offices with the Front Corporation civic are less likely to be shut down
- Criminal Syndicates can use Bribe Official decisions on planets that you have branch offices, decreasing the effectiveness of local enforcer jobs
- Strength of Legions gives +1 warrior drone per 25 pops, no longer modifies warrior drone jobs
- Idealistic Foundation gets +0.5 monthly influence as long as more than 25% of the population is egalitarian
- Planets with shrines from the Familliar Shrine event chain count as Gaia Worlds for the purposes of the Consecrate World decison. A modifier will be left behind to remind you where there worlds are

Tweaks:
- Organic Santuaries give coordinator instead of maintenance drone jobs
- With Exalted Priesthood, priests now give +2 unity and amenities
- High Priests produce +6 unity and amenities

Bug Fixes:
- Slavers Guilds now also get crime benifit from Slave Overseers on Thrall Worlds
- Fixed Consecrate World decision with regards to the Dead God modifier
- Pops fleeing slavery has been tentatively restored

Update: Apr 15, 2019 @ 10:37pm

1.2.1.1
Compatibility with The Decadence of Sanity--An Expanded Feature on Shroud

Update: Apr 15, 2019 @ 10:19pm

1.2.1
Additions:
- Consecrate world decision modifiers buffed
- Consecrate world decision will take some modifiers into account
- The cost and maintenance for several hive buildings has been split between minerals/energy and food, including:
- Capital Buildings
- Spawning Pools
- City and Rural Districts (Arcology and Habitat Districts unchagned)
- Food processing buildings have an additional food cost, and now give an additional +1 agri-drone job, +5% food production, and +2/+4 max farming districts

Tweaks:
- Robot empires get +1 job from Mineral Processing Facilities and Energy Hubs
- Brain drones give +1 society research
- Calculator drones give +1 engineering research
- Tweaked weight for Xenophobic Protectionists personality
- With Slavers Guilds, slaves are 4 times less likely to take artisan and metallurgist jobs
- With Slavers Guilds, enforcers give -10% crime on worlds with slaves

Bug Fixes:
- Fixed Xenophobic Protectionists localization
- Synthetic Empires will once again have access to machine empire campaigns

Removals:
- Enclave-related changes (except enclave regugees) have been moved to their own file
- Removed additional planet names (causes minor problems if you don't have Planetary Diversity, will get its own mode eventually)

Update: Apr 11, 2019 @ 10:57pm

Initial Upload

Update: Apr 11, 2019 @ 12:15am

1.2.0.1
Tweaks:
- Adjusted some opinion modifiers
- A few new opinion modifiers
- Megastore gives 0 - 6 trade value from artisans

Bugfixes:
- fixed non-spiritualist PCMs getting chaplains instead of logistics officers