Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Update: Apr 9, 2019 @ 10:25pm

Initial Upload

Update: Apr 9, 2019 @ 1:09pm

1.2.0
Additions:
- Private Military Company, managers replaced with logistics officers, who give +2 naval capacity, +4 unity and society research
- Strength of Legions / Warbots, soldiers give +2 naval capacity and stability
- Strength of Legions / Warbots, soldiers give an extra +2 stability when Deploy Hunter-Killer Drones decision is active
- Determined Exterminators get war factories, which replace military academies and gives an additional +1 patrol drone job
- New Admiral trait, Pirate Hunter, gives +25% piracy suppression, +10% subspace speed
- Gestalt Rulers can get leader traits
- Several gestalt-only ruler traits have been added
- Machine worlds get industrial districts, giving +2 foundry drones
- Feudal Realm uses Duchies instead of vassals. Duchies provide +10% of their energy and minerals, and +15% of their influence, but can expand and conduct diplomacy, and cannot be integrated
- Vassals and Duchies provide +10% naval capacity per vassal, up to 50%
- Vassals and Duchies have a 10% penalty to their naval capacity
- Pooled Knowledge gives +10% complex drone production instead of +1 leader pool
- Advanced Drone Cloning, tier 3 tech for hive minds, gives access to Spawning Vats, and improvement to spawning pools that give an additional spawning drone job, requires exotic gases

Tweaks:
- Zealous Crusaders, templars replace priests, templars produce society research like priests do, other bonuses unchanged
- Visionary Founder gives +1 unity to priests (as managers and priests are mutually exclusive)
- Military Academy give +50% army build speed
- Clone Vats give +1 researcher
- Criminal Syndicate branch offices have a lower penalty at low crime (-25%, from -50%), and a larger bonus at high crime (+75%, from +50%)
- Farming districts give +1 housing on hive worlds
- Synapse drones give +4 unity and society research
- Imperial Prerogative gives +50 administrative capacity (up from +30)
- Survivor (Post-Apocalyptic) gives +10% habitability

Bug Fixes:
- Adjusted job ai weights to be closer to Glavius AI
- Coordinators give +5 unity, like they're supposed to

Update: Apr 1, 2019 @ 6:18pm

1.1.9
Tweaks:
- Duelists provide +1 defensive armies

Bug Fixes:
- With slavers guild, slaves are much less likely to promote to forge and artisan jobs if there are unemployed specialists
- Coordinator and Synapse drone resources recatagorized as culture worker, from planet jobs, so modifiers that effect culture workers effect them too
- Fixed calculator jobs not being filled

Update: Mar 31, 2019 @ 5:50pm

Initial Upload

Update: Mar 7, 2019 @ 1:57pm

1.1.8
Compatibility with 2.2.6

Addition:
- New Technology, Interplanetary Logistics, tier 3, gives +33% defensive army health, +2 naval capacity from soldiers

Tweaks:
- Defensive army health bonus from Citadel Defense Network moved to Interplanetary Logistics
- Corporate Authority gets +30 admin capacity (up from +20)

Update: Feb 19, 2019 @ 7:57pm

1.1.7
Compatibility with Zenith of a Fallen Empire

Addition:
- New opinion modifier for use with Zenith of a Fallen Empire

Tweaks:
- Artist monument gives +15% unity from jobs
- Penal Colony gives +5% technician, miner, and farmer output

Bug Fixes:
- AI will determine living standards based on consumer good output, not mineral output
- AI will not go straight to utopian abundance from decent living conditions
- Dictatorial Exalted Priesthood will get the correct government type

Update: Feb 15, 2019 @ 1:10pm

1.1.6
Additions:
- New Civic: Fanafical Befrienders
- New Civic: Master Computer
- New Civic: Visionary Founder

Tweaks:
- Adjusted some civic ai weights
- Subterranean expansion unlocked with Mastery of Nature (not subteranean evolution) is blocked if the mod Mastery of Nature is active
- An empire with both Front Corporation and Criminal Syndicate civics can pass as a legitimate business, and can sign commercial pacts
- Pacifists/Fanatic Pacifists give +2/+4 administrative cap from rulers
- Can build housing buildings on habitats

Update: Feb 10, 2019 @ 6:54pm

1.1.5.1

Tweaks:
- Restored some Blorg war declarations
- AI Corporation more likely to accept commercial pacts

Bug Fixes:
Delicate Ecosystem not spawning with their modifier

Update: Feb 10, 2019 @ 3:20pm

Initial Upload

Update: Feb 9, 2019 @ 9:38am

1.1.5
Additions:
- New Civic: Lost Colony
- New Civic: Delicate Ecosystem
- Delicate Ecosystem modifier can spawn on random planets

Tweaks:
- Terraformer civic not available with life seeded, living world, or post apocalyptic civics
- With terraformer, start with only one industrial wasteland blocker on homeworld
- Hive World Civic requires Utopia instead of Apocalypse

Bug Fixes:
- Temporarily removed pops fleeing slavery event until I can figure out how it is causing crashes.