Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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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

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