Stellaris

Stellaris

Photosynthesis
Showing 11-20 of 25 entries
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Update: Jan 15, 2020 @ 11:01pm

-Added Compatibility with Local Production

Update: Dec 6, 2019 @ 10:15am

-Squashed bug preventing stranglevine hives from raising additional livestock
-Added compatiblity for Carrying Capacity

Update: Nov 10, 2019 @ 8:22am

-Told Hiveminds to stop fasting and eat its own livestock

Update: Nov 8, 2019 @ 7:02pm

-Added an randomly generated livestock species for carnivorous plantoids. This species can only be used on farms as livestock (if you are a hive, it counts as a menial drone, even tho it wont be hive minded). Carnivores still must have some sort of livestock on the planet, or they will get events as before, but they dont start out with such a large handicap now

-Purging pops counts as a food source for Carnivores (at least until all the xenos are dead)
-Carnivorous empires start with some food

Update: Nov 7, 2019 @ 11:42am

-Added Growth/Happiness penalty for energy deficit to plantoids
(its kinda a janky workaround since there actually isnt a plantoid growth modifier, but I added a penalty to everybody, then added the opposite to Biological/Lithoid species to balance it out. This means Synthetics will now be unhappy about running out of energy which, makes sense in retrospect)

Update: Nov 6, 2019 @ 1:41pm

-Plantoids no longer start with food
-Fixed bug with hive campaigns

Update: Nov 6, 2019 @ 7:47am

Chinese localisation by 子煊

Update: Nov 5, 2019 @ 10:14pm

-Plantoids no longer get an Empire base food production they dont need
-Plantoid Colonists dont produce food
-Plantoid Spawning drones use energy instead of food
-Plantoids Empires that are purging other pops with the processing purge type now recieve pop_growth speed from purging pops. Turn xenos into fertililzer and watch your population explode!
-A Plantoid Devouring Swarm is now called a Stranglevine

Update: Nov 4, 2019 @ 12:40pm

-Fixed the harmony tradition for Plantoids to reduce pop energy upkeep (applies to carnivorours too since their food upkeep isnt exactly harmonious...)
-Added Fertilize Land decision, a Encourage pop growth equavalent for Plantoids that costs energy/minerals instead of food. Which decision you get depends on whether the majority of pops on you planet are Plantoid or not. Carnivores still like the food version.
-The AI is now more aware it doesnt really need food if its a plant
-A few localisation fixes

Update: Nov 3, 2019 @ 1:02am

-Added plantoid archetype to serviles and a few other special traits I had missed before
-Reduced plantoid farmer energy output by 1