Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
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Update: Feb 8, 2019 @ 11:44am

Initial Upload

Update: Feb 7, 2019 @ 9:17pm

1.1.4.1
Tweaks:
- With Subterranean Evolution, can expand a planet a third time with either the World Shaper or Hive World perk
- Artisan drones upkeep increased to 8 minerals (up from 6)

Bug Fixes:
- Fixed broken faction demands
- Removed Happy Aristocrat demand until I can figure out why it's broken

Update: Feb 7, 2019 @ 3:48pm

Updated with Glavius changes
Trader Enclaves won't trade alloys and consumer goods until after the galactic market has been founded

Update: Feb 7, 2019 @ 3:04pm

1.1.4
- Compatibility with 2.2.5 beta patch

Additions
- New Edict, Pitharan Fertilizer
- New Edict, Crystalline Hull Plating
- Amusement Megaplex and Underground Clubs are more effective on gaia and resort worlds, especially gaia resort worlds
- When an enclave station is destroyed, one lucky nation will get two refugee pops. They will strongly prefer to flee to the space owner of their system, if that is an option
- Trader Enclaves offer alloys and consumer goods at base market price + a fee
- Changed how enclave species get their extra traits
- Planets that have been expanded with the Mastery of Nature perk can be expanded further underground. Similar to the ability of Subterranean Evolution civic, but significantly more expensive.
- Resort Worlds give +50% trade value, +1 entertainer job per 5 pops, +20% amenities and immigration pull to other planets
- Iferyx playable with Megacorp, as a democracy with the Merchant Guilds and Shadow Government civics
- Can build trade buildings on habitats once there are no more free districts
- Additional faction demands
- Democratic Crusaders can make claims against non democracies under liberation war policy. Democratic players that are militarist and fanatic egalitarian can do the same.

Tweaks:
- Crime from new unique criminal syndicate buildings have been brought up to match the vanilla buildings
- Democratic Crusaders will generally prefer liberation wars policy
- Utopian Communal Housing upkeep increased to 4 energy (up from 3)
- Merchant Guilds provide +1 merchant and -1 clerks from trade buildings
- Merchant Guilds no longer give bonuses to clerks
- Exalted Priesthood give +25% spiritualist ethics attraction, high priests give +1 amenities
- Removed native +10% pop assembly speed from Machine Intelligence

Bug Fixes:
- Can resettle slaves regardless of policy, for real this time

Update: Feb 2, 2019 @ 9:21pm

1.1.3.1
- Added Compatibility with More Events Mod

Tweaks:
- Pops fleeing high crime will usually try to flee to another planet in the same empire
- Slaves less likely to flee thrall and penal colonies
- Slave processing center will make it even less likely that a slave will flee
- Pops less likely to flee from empires with the slavers guild / indentured assets civic
- Criminal jobs add a small amount of crime

Update: Feb 1, 2019 @ 7:21am

Initial Upload

Update: Feb 1, 2019 @ 7:16am

Adjusted some pop weights

Update: Feb 1, 2019 @ 6:47am

1.1.3
Additions:
- With certain trait and civic combinations, you may start out with an exploited homeworld. With Expanded Events, this guarantees the Damaged Ecosystem event chain
- Chinorr Combine, added the Poisonous and Slow Breeder traits
- Chinorr Combine have Tropical habitat prefrence, always start with an exploited homeworld

Bug Fixes:
- Machine empires not getting buildings

Update: Jan 31, 2019 @ 8:47pm

1.1.2
Added compatibility with Diverse Districts

Additions:
- New Civic: Machine World
- New Civic: Mining Corporation
- Additional civic-based faction demands
- Roboticists and Replicators produce +0.5 robot assembly on machine worlds
- Patrol and warrior drones give +1 defensive army on hive worlds

Tweaks:
- More admin cap from civics
- Tweaked health and damage of machine empire defensive armies
- Zealous Crusaders not available with Merchant Guilds, Corporate Dominion, or Imperial Cult civics
- With Zealous Crusaders, priests benifit from the Ground Defense Planning tech

Bug Fixes:
- Progressive faction no longer unhappy about synths with migration control

Update: Jan 30, 2019 @ 8:55pm

1.1.1
Additions:
- Housing buildings benifit from housing technologies

Tweaks:
- Utopian Communal Housing has no rare crystal upkeep, higher energy upkeep
- Increased production from civic-specific branch office buildings by 1
- Tweaked some job weights

Bug Fixes:
- Synaptic Extensions/Modular Depots Traditions give +2 housing to housing buildings, as advertised
- Hunting and nature preserves can be built on your capital if the deposit isn't added on game start for any reason.