Stellaris

Stellaris

Revolutions - Ethics and Civics (3.2)
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Update: Oct 21, 2021 @ 11:33pm

0.9.2
Bug fixes:
* Fixed some issues with Living Standards
* Fixed Jehetma prescripted empire not showing up
* Fixed central_crystal_initialisers not working
* Some personality fixes

Update: Oct 17, 2021 @ 10:37am

Hotfix:
* fix clone army origin pops and buildings not spawning

Update: Oct 17, 2021 @ 2:55am

0.9.1
* New Civic: Well Funded Militia
A desire to preserve freedom lead to a massive number of volunteers willing to fight for their homeland, regardless of their level of military experience
The Martial Law Planetary Decision is replaced by the Rally The Militia Planetary Decision, which reduces Pop Growth and Resource Production!, but provides a 50% increase to Army Build Speed at the cost of 25 Influence.
Trains Assault Militia instead of Assault Armies. The Militia have half the attributes of a regular army (with the exception of Collateral Damage), but they come with half the Cost and Training Time.
* Changed civic_aristocratic_elite back to vanilla (this is a buff)
* Fixed civic_inwards_perfection: added back intel encryption and decryption modifiers from vanilla
* Added new prescripted humanoid empire: Stolirian Workers Republic
* Added new prescripted empire: United Planets of Cradle
* Updated civic machine self defense icon

Update: Oct 16, 2021 @ 12:23pm

0.9.0 Lemme get back

* Carefully went over all changed files and applied exact same changes as developers did for 3.1
This means its now fully compatible with 3.1 and everything should work as intended.
* Removed Future Society ascension perk (from ethic rebuild)
* Ethics balanced
* civic_consumerism artisan building_factory_3 reduced from 2 to 1 (in line with vanilla modifiers)
* civic_keepers_harmony now provides 1 instead of 2 extra housing slots for paradise dome
* Policy balance
* building_hospital now only provider 1 instead of 2 extra jobs when public_healthcare
* Civic balance
* civic_imperial_cult changed to vanilla modifiers
* civic_indentured_assets removed stability decrease and increased pop_enslaved_mult to 0.3 (0.05 lower then vanilla, but get reduced slave cost)
* If you have civic_slaver_guilds the Totalitarian will demand Stratified Society
* Trade buildings no longer provide moguls but merchants instead. Only capital buildings can add mogul (ruler) jobs.
* Improved descriptions for new jobs
* Empire name fixes and cleanup (fixed outstanding naming bugs from past versions)
* Fixed some observation events

Known issues:
* Not all resolutions are taking into account the new ethics and civics yet

Update: May 29, 2021 @ 7:07am

0.8.1
* Entrepreneurs Faction now only demands Trade League when empire is is_megacorp
* Fixed translations issues regarding pluralist ethics. Incorrectly used Egalitarian description.

Update: May 20, 2021 @ 9:34am

0.8.0
* 3.0.3 compatibility added
* Small fixes

Update: Apr 26, 2021 @ 10:42pm

Hotfix

* Fix capital buildings
* Fix duplicate prescripted empires

Update: Apr 26, 2021 @ 9:39am

0.7.0 ReDicked

General
* Removed all checks around Gun Rights, as this policy was removed
* Updated civic tooltip to clearly state Indirect Democratic instead of just Democratic
* Fixed civic_tooltip_private_prospectors_effects description.
* Updated missing faction descriptions

Civics
Ordered Stratocracy
* Enabled again, and rebalanced. State and army are the same.
* Buffed with extra influence gain, to enforce the fact that state and army are the same.

Enlightened Bureaucracy
* Enabled again, and rebalanced. Thinkers in a pacafist society.
* Now also provides a small influence and unity gain. Peacefull thinkers have extra influence and provides more unity.

Immutable Hierarchy
* Enabled again and rebalanced.
* Decreased stability bonus from 10 to 5

War Lord
* Removed increase to ship build speed

State Monopoly
* Removed Mogul job mineral bonus

Criminal Syndicate
* Increased crime bonus from branch buildings (+10 for each building). This will make crime more meaningfull. Now it can just be to easly ignored.
Please leave feedback about this change. It might need more tweaks.

Voluntold Motivation
* Fixed tooltip stating incorrect required ethic

Immutable Caste
* Fixed an enabled again

Jobs
Agitator
* Decreased Specialists job bonus from 10% to 5%

Ethics
Fanatic Competitive
* Now has -10% Unity penalty instead of 25% increased crime.

Industrialists
* Decreased Food and Minerals bonus from 10%/20% to 7.5%/15%.

Ecologist
* Fixed reduced upkeep for Artisans and Metalurgists

Pluralist
* Removed crime reduction bonus, instead will decrease pop upkeep by 5%/10%

Update: Apr 22, 2021 @ 10:06am

0.6.3

Job Fixes
* Fixed Distributor job. Pops will now try to be a Distributor.

Civic Changes/Fixes

* Patriotic Service
Now correctly gives Soldiers extra unity

* Bank Corporation
Description fixed. Removed the incorrect fact that it gave extra bank jobs on capital.

* Eternal Contracts
Fixed pop modifiers, now does as descripted

* Wasteful Consumerism
Fixed pop modifiers, now does as descripted

* Citizen Service
Fixed pop modifiers, now does as descripted

* Mining Guilds
Was reverted back to vanilla modifiers for 3.0, description now also reflect this

* Corporate Mining
Has the same effects as Mining Guilds. Fixed description to reflect actual modifiers.

* Industrialist Mining A.I.
Since the update for 3.0 it did no provide extra job on mining district. The description is now updated to reflect this.

* Keepers of Harmony
Now correctly decreases amenities on Mining Districts

Update: Apr 20, 2021 @ 9:46am

0.6.2

* Fixes to capital buildings. They are now correctly giving building slots.
* LITHOID EMPIRE modifier text removed from Industrialist ethic
* Ethic balance. Added back some negative modifiers for fanatic versions.
* Add translation files for german and french (with english translations)