Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Update: Jul 31, 2019 @ 1:46pm

1.3.3
Additions:
- NEW TRAIT: Economical
- Slaver Guilds/Indentured Assets: Unemployed normal slaves can work servant jobs, no longer gets slave upkeep bonus
- Environmentalist empires will slightly dislike corps and wasteful civs, and like fellow environmentalists
- Distant colonies take a stability hit

Tweak:
- Local Manufacturing is now new worlds rather than statescraft
- Enforcers only give -20% crime
- Holographic Casts / Nano-Circuit Assembly have higher weights based on years passed

Bug Fixes:
- Fixed vanilla bug that made in impossible pops to flee to countries where they would not be full citizens
- Fixed being able to add brain slug trait when you haven't completed the brain slug anomaly
- Fixed missing NOR in city world decision

Update: Jul 27, 2019 @ 11:26am

1.3.2
Addition:
- NEW: Encourage Planetary Spawning decision
- Nationalistic Zeal: After a successful war, +10% happiness and unity for 30 years
- Mastery of Nature decision has a 50% chance of adding a new deposits on valid planets (same restrictions as prospect planet decision)
- If xenophobe, spiritualist aliens will join the isolationist faction instead of the traditionalist
- If xenophobe, the traditionalist faction will have additional anti-alien demands
- If xenophile, the traditionalist faction will have some additional pro-alien demands
- Unless you are fanatic spiritualist, the traditionalist faction is more neutral to the presence of robots
- If both pacifist and spiritualist, the traditionalist faction will dislike you if you start a war of aggression
- If spiritualist and either militarist or xenophobe, the traditionalist faction will like you if you win an ideology war

Tweaks:
- Imperial Cult: empire capital gives a small amount of unity
- Private Prospectors: new colonies get -10% building and district cost for 10 years
- Media Conglomerate: -10% claims cost while at war
- Propaganda Broadcasts Edict gives -5% claim influence cost instead of +5% pop happiness
- Natural Hunters now get bonuses from more types of ships, including large crisis ships and stations
- Hive construction campaign gives a 15% bonus (from 12%)
- Military Academy gives +1 soldier job per 30 pops (was 33)
- Clerks give +1 trade value if owner is a megacorp

Bug Fixes:
- Fixed incorrect description of Idealistic Foundation
- Fixed incorrect description of Franchising
- Subspace Ephapse actually updated as promised
- Fixed reptiles having no pop upkeep

Update: Jul 21, 2019 @ 12:08am

1.3.1
Disentangled mod from Glavius, for good this time

Additions:
- Beacon of Liberty: additional +5% unity if certain progressive faction demands satisfied
- Imperial Cult: +25% governing ethics attraction (up from +10%)
- Cut-Throat Politics: +1 leader level
- Ruthless Competition: -25% demotion time
- Brand Loyalty: +20% governing ethics
- Ascetic: -10% food upkeep
- Subsumed Will: -20% diplomatic influence upkeep.
- OTA Updates: -50% pop demotion time
- Zero-Waste Protocols: - 15% ship upkeep
- One Mind/Unitary Cohesion: -10% deviance
- With Neural Implants or Collective Production Methods (or machine equivalent), processing slavery and purges give +1 resource
- Colonial and Galactic Bureaucracy techs each give -5% empire sprawl penalty
- Brain Slug gives +15% unity and research, can be gene modded onto pops
- Pacifists get -5%/-10% empire sprawl penalty
- Integrated more thourough ethics attraction

Tweaks:
- Efficient Bureaucracy: Starts with Adaptive Bureaucracy technology
- Police State/Security Company: +5 trade protection
- Slaver Guilds/Indentured Assets: -10% Slave Upkeep
- Shadow Council / Front Corporation: +2 ruler political power (up from +1) and +5% ruler happiness
- Barbaric Despoilers: +5% worker production
- Merchant Guilds: Starts with Space Trading Technology
- Ancien Régime: +5 admin cap
- Terraformer: +1 max district
- Natural Hunters: +100 army starting experience (down from +250), +33% army morale damage, +1 General level cap
- Zealous Crusaders: +25% army morale
- Naval Contractors: +1 admiral level, +10 command limit, no longer gives +1 trade to soldiers
- Franchising: -33% Empire Sprawl from Branch Office (up from +25%)
- Chrysalic Young: +2 pops on new colonies (up from +1)
- Divided Attention/Efficient Administrative Protocols: -10% war exhaustion
- Subspace Ephapse: +10 command limit, no longer gives upkeep bonus
- Deepspace Networking: +5% fire rate, no longer gives upkeep bonus
- Police State and Security Company have lower ai weights
- Purged psionics gives monthly zro instead when pop is killed
- Courier Network gives -10% empire sprawl penalty, restored to only +20 admin cap
- Military Academy gives 1 soldier job per 33 pops
- War Factory gives 1 warrior job per 25 pops
- Military Academy/War Factory now requires a stronghold to be built first

Bug Fixes:
- Arenas should give army morale properly
- Megastore gives trade value to artisans properly
- Fixed some borked code

Update: Jul 12, 2019 @ 11:22pm

Initial Upload

Update: Jul 11, 2019 @ 5:10pm

Initial Upload

Update: Jul 10, 2019 @ 10:37pm

1.3.0.1
Additions:
- Media Conglomerate gains the Propaganda Broadcasts edict
- Slaver Guilds/Indentured Assets: Slaves of owner's species can always work Entertainer and Enforcer jobs

Bug Fixes:
- Removed conflicting job triggers
- Updated pop factions for 2.3.*

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.*