Stellaris

Stellaris

Wiirlak Additional Civics & Origins [4.0]
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Update: May 13, 2022 @ 9:56am

Fix :
- Forgot to add the localisation for the new content into the others languages (that's over 400 new lines); also add korean and japanese as they're now in the game.

Update: May 13, 2022 @ 9:32am

Updated to 3.4.2

New :
Flotilla :
  • +1000 Fleet Cap
  • Unlocks the Command Center Ship; limited to 1 at game start, gain +1 for every 250 Naval Cap (a tech will reduce the requirement to 200)
  • Titans & Juggernaut can also use the Aura, with a tech.
  • Every ship : -33% Evasion / Accuracy / Fire Rate / Speed; unless there's a Command Center Ship in the fleet, which change the maluses into a 10% bonuses & also grant +10% Armor & Hull Regen

Empire Specialization V6 - Power Projection - Resolutions :

TLDR :
- Adding about 5 resolutions per sub-categories, for a total of 33.
-- Final resolutions requires one of my AP, and only benefit those which own it.
- Adding 19 more resolutions to help more easily fill the conditions of the Empire Specialization - Power Projection Event Chain; they still grant you bonuses, but you will have to weight whether to pass it or not.


Diclaimer : as resolutions replace lower tier, to avoid unnecessary text I did not copy over all the modifiers, the rules is "if the same modifier is written again, then it overwrote the previous one" - Always count higher tiers having the lower tiers modifiers, even if they're not mentioned again. There are NO REPEAL for any of those !

Except for a +1 Planetary Ascension Tier to all Capitals, Finals always ONLY benefit owners of the AP, effects are about doubled.

  • Pops Count => +10% Population Diplo Weight, per tier
    Tier 1 : +25% Pop Growth & Assembly Speed
    Tier 2 : +1 Assembly & +5 Housing
    Tier 3 : +2 Assembly, +10 Housing & +25 Planet Carry Capacity
    Biological Specialization - Evolutionary Mastery AP : +100% Biological Assembly Speed
    Mechanical Specialization - Synthetic Evolution / Synthetic Age AP : +100% Mechanical Assembly Speed
    Final - Pops AP : +0.2 Influence per 100 Pops
    => You can freely switch between the Biological / Mechanical resolutions


    Reduce the Pops Power Projection condition by :
    Tone Down the Conditions : -100; +1 Assembly
    Easing the Conditions : -250; +2 Assembly
    Relieving the Conditions : -500; +3 Assembly


  • Fleet Power => +10% Fleet Diplo Weight, per tier
    Tier 1 : +20% Fleet Naval Cap & +30 Fleet Size
    Tier 2 : -10% Ship Cost & +25 Ship Build Speed
    Tier 3 : +20% Titans / +50% Juggernaut Hull
    Armada - Galactic Force Projection / Colossus AP : +30% Fleet Naval Cap & +100 Fleet Size
    Colossus Specialization - Colossus AP : Colossus +25% Hull / Speed / FTL Jump Range
    Final - Fleet AP : +100% Power Projection Influence


    Count in the Fleet Power Projection condition :
    Starbase : Starbases for 1k; -10% Starbase Upgrade Cost / +15% Speed
    Federation : Starbases for 2.5k; +25% Federation Fleet Contribution & +100 Naval Cap for Federation Members
    All our Might : Starbases for 5k; double previous effects, +200 Naval Cap, +5 Defense Plaforms & -20% Cost / +20% Speed


  • Monthly Research => +10% Tech Diplo Weight, per tier
    Tier 1 : +15% Research Production
    Tier 2 : +33% Research Production & +1 Alternative
    Tier 3 : +25% Research Speed
    Transcendental Research - Transcendence AP : +50% Research Production, +40% Research Speed & +10% Unity
    Final - Research AP : +0.06 Influence per Rare Techs


    Add X Unity as Research Points
    Unity 10%
    Unity 25%
    Unity 50%
    Unity 85%


  • Resources Production => +10% Economic Diplo Weight, per tier
    Tier 1 : +10% Basic Resources Production
    Tier 2 : +5% previous tier and +10% to Advanceds Resources
    Tier 3 : +5% previous tiers and +10% to Basics Strategics Resources
    Galactic Production - Master Builders / Galactic Wonders AP : +20% Megastructure Build Speed
    Final - Resources AP : +1 Influence per Megastructure
    If you have the Behemoth Builder Civic, no Influence gain, but instead double the Civic effects per Megastructure


    Include in the Resources condition :
    Advanced Resources
    Basic Strategic Resources
    Advanced Strategic Resources
    For every types of Resources that count into the conditions, gain +1% Production for all of those.


  • Diplomatic => +10% Diplo Weight, per tier
    Tier 1 : +1 Envoys
    Tier 2 : +15% Envoys / Council / Stance Diplo Weight
    Tier 3 : +2 Envoys
    Galactic Gratitude - Defender of the Galaxy / Galactic Contender AP : +15 Opinion for everyone, +30 if you have the AP
    Final - Diplo AP : -20% Diplomatic Influence Upkeep & -10% Claim / Starbase Influence Cost


    +1% Envoys Diplo Weight for each :
    Envoys 1 : Envoys in Federations, strengthening or undermining the Emperium
    Envoys 2 : Include Envoys harming / improving relations
    Envoys 3 : Include Spies


  • Relics Count => +5% Diplo & Tech Weight, per tier
    Tier 1 : +5% Research Speed & +15 Intel
    Tier 2 : +2 Archeological Skill
    Tier 3 : +1 Minor Artifacts
    Precursor Worlds - Relic World Owner : +15% Research & Unity Production
    Final - relics AP : +1 Influence per Relic World


    Count for the Relics condition :
    Planets : Tomb World as 0.1 & Relic World as 0.5
    Artifacts : Stocked Minor Artifacts as 0.01
    Secrets : Owning Secrets of the Baol/Zroni/etc.. and L-Gates grant 0.5
    +50/75/150 Unity per points of the condition


QOL :
- Every AP from my mod are also now taken into account for the Empire Specialization - Ascensions bonuses; they all have 2 categories, like the vanilla ones.

- Every buildings from the Empire Specialization - Power Projection, will properly show they're from there by having a unique text in the tooltip.

- Behemoth Builder Civic now can count any megastructure not blacklisted (instead of whitelisting) making it compatible with any mod-added megastructures.
-- Also, it nows start counting megastructures from tier 1, instead of last stage / restored, making it easier to gain benefit from it.

- Updated code for the Power Projection Event Chain, optimizing it and handling empires joining the Galactic Community after its creation.
-- They would still need to wait a year before starting it - to avoid breaking the "lore" of the event, they need to realise how empires made this a power show, before they would even consider doing it themselves.


Balance :
- In the Empire Specialization - Power Projection Event Chain :
-- The Pops Category has his threshold up from 500 to 1k.
-- The Fleet Category has his threshold up from 50k to 150k.
-- The Research Category has his threshold up from 3k to 5k.
-- The Resource Category has his threshold up from 5k to 10k.
--- The Resource Category don't count the Alloys / Consumer Goods.

- The Old Acquaintance Civic will now also start with contact to the Salvager & Shroudwalker Enclaves.
-- As a bonus, I managed to find a way to grant contact to all Traders Enclaves as well :)
-- +1 Mercenary Enclave

- The Fleet Communication Beacon building changed the bonus +25% Defense Army Damage to -15% Army Cost.

Planetary Defense Protocol :
- Start with a Tier 1 Orbital Rings, if host has the Overlord DLC (only the megastructure is locked behind the DLC).

Terraforming Candidate :
- Change -50% Terraforming Cost into -20%.

Fix :
- Rare edge occurence where buttons from the Empire Specialization - Ascensions bonuses were messed up (showing when not needed mainly).

Update: Apr 18, 2022 @ 10:03am

New :
Civics :
Artificial Food :
- Research Labs Food Production per Tier: +2
- +100% Starbase Food Production
- 5% Happiness

War Business :
- +1 Trade Value per years since start multiplied for each Commercial Pacts.
- You will be dragged into wars of your Commercial Partners - if both are your Commercial Partners, then you will join the defender side.
- +15% Trade Value.
- If at war : +15% Trade Value.


Fix :
- Infiltrator event was not hidden, now fixed.

Update: Apr 17, 2022 @ 11:16am

Forgot to put the localisation for the other languages than english :x

Update: Apr 17, 2022 @ 11:11am

New :
Civics :
1000 Eyes :
- +10 tracking.
- +2 Ships Hyperlane Range.
- +4 Planets Hyperlane Range.
- +2 Decryption Level.

Infiltrator :
- +1 Decryption / Encryption.
- For every 3 Spies : +1 Envoys & 1.5 Operation Skill.
- Completing the Subterfuge Tradition Tree or Picking the Spymaster Ascension Perk will reduce the requirement to 2.5.
- Having both will reduce it to 1.5.


QOL :
Empire Specialization - Power Projection :
- The Special Project Event Chain for the Power Projection has been updated with a color code to help identify where you're to fully complete a criteria (like pops).
- From worst to best :
-- Red : uncompleted.
-- Orange : the requirement has been reached.
-- Yellow : the associated building has been built.
-- Blue : the associated building & both projects have been completed.
-- Teal : one of the associated AP has been taken.
-- Green : the building, projects and AP has been taken (maxed out bonus for this category).

- The Living Planet Decision should be now hidden if the planet already has the modifier.


Balance :
- Unlimited Funding AP has been change from -25% Tech Cost from Empire Sprawl & Researcher Upkeep to +25% Researcher Production / Upkeep +10% Station Research.
- The Special Project for the Galactic University - Tier 2 has been changed from +15% to +25% Researcher Production.

Update: Apr 12, 2022 @ 1:30am

Fix :
- Production Ministry Building was not giving the Foundry Drone Job but a normal Foundry job; if a Hive.

Update: Apr 12, 2022 @ 1:12am

Fix :
- Living Planet Decision was asking to not having a non-artifical planet; double negative, yeah.

Update: Apr 12, 2022 @ 12:29am

QOL :
- The Special Project Event Chain for the Power Projection has been updated to a checkmark in front of the category if it has been completed; otherwise, a cross will be.

Balance :
- Taxing Haven AP has his Trade Value set from +10% to -10% to better correspond to the meaning of it.
- Fair Trade AP lost its Resources from Jobs bonus but gained +10% Branch Office Value; the Trade Value bonus when from +5% to +25%.
-- Both those modifications better make a stance to whom it's destined.
-- As such, both have been better weighted for the AI.

- The Special Project prices for the Power Projection Buildings have been increased from 10k to 15k & 20k to 30k.
- The tech for the Power Projection Buildings' weight has been decreased, making it rarer to find.

Fix :
- Grand Armade AP had a tooltip line from Destructive Blow AP - telling it unlocks the policy, while it wasn't.
- The Cost for the 2 Special Projects for the Power Projection Relics Buildings were still in debug mode.

Update: Apr 9, 2022 @ 8:21am

New :
Civics :
Spreading the Optimization :
- +5% Job Production & -5% Happiness.
- Additionally, +0.5% Job Production & -0.5% Happiness yearly (up to 15% max).

Sprawling Infrastructure :
- -5% Building, Megastructure & Terraforming Build Time / Decision Enactment Time.
- Additionally, -1% yearly (-15% max).
- +15% Building & Distrcit Build Cost.

Historical Culture :
- +10% Unity from Jobs.
- +100% Leader Cost & Upkeep; -1 Leader Pool.
- When a Leader die, +1 Memorialist Jobs on the Capital & gain Unity : Years of working * 100.

Lunar Lake :
- Unique deposit on the capital which production 1 Unity per Pop and depending on a policy, +10% of :
-- Unity / Amenities / Food.
-- After 20 years, Happiness.
-- After 35 years, Stability.
-- After 50 years, Pop Growth.
-- After 75 years, Influence.
-- After 100 years, Pop Production.

Behemoth Builder :
- +1 Megastructure Cap & +10% Build Speed.
- For every Megastructures, +1 Influence & +100 Unity.
- Gateway grant 0.1 Influence; Habitats 10 Unity.


Balance :
Empire Specialization - Swarm Tier 3 :
- The boost also includes Emergency Ships from the Fleet Communication Beacon.

Empire Specialization - Scholars AP :
- Grant the 500 Unity retroactively; to avoid making it less and less desireable as the game advance.

Update: Apr 3, 2022 @ 11:03am

New :
Civics :
Chain of Command :
- +10% Naval Cap.
- For every 4 soldiers on a planet, +1 Commander Job.
-- Commander Job : +10% Naval Cap +4 Defense Armies.


Empire Specialization V5.2 :
Empire Specialization - Super Power Buildings :
- Each Super Power obtained will unlock a capital-only building.
- Those buildings are powerfulls, and can be upgraded with 2 Special Projects.

Building Lists :
- Pops - Population Center :
-- Empire : +10% Pop Growth, +10% Unity Production & -10% Edict Upkeep.
-- Planet : +15 Housing & +30% Administrator Unity Production.
--- Jobs : +1 Executive, +1 Entertainer & +1 Priest / +3 Coordinator (Machine) / +3 Synapse (Hive).
-- Project 1 - Planet : +3 Building Slots & +2 Pop Growth.
-- Project 2 - Empire : -3% Housing Usage & +1 Stability every 3 years (5 max).

- Military - Fleet Communication Beacon :
-- Empire : +15% Sublight Speed, +15% Ship disengagement Chance & -10% Ship Upkeep.
-- Planet : +25% Defense Army Damage, +15% Army Build Speed & -20% Orbital bombardment damage.
--- Jobs : +1 Enforcer & +2 Soldier / +1 Coordinator (Machine) / +1 Synapse (Hive).
-- Project 1 - Empire : +100 Naval Cap & +300 Ship XP.
-- Project 2 - Decision : Create a 2 years temporary fleet of Corvettes (10% of your naval cap, rounded up; no FTL drive; can't be merge / disbanded / splited).

- Research - Galactic University :
-- Empire : +1 Alternative & +10% Research Speed.
-- Planet : +50 of each Science.
--- Jobs : +1 Science Director & +2 Researcher / +3 Calculator (Machine) / +3 Brain Drone (Hive).
-- Project 1 - Empire : +100% Researcher Upkeep & +15% Researcher Production.
-- Project 2 - Empire : -25% Researcher Upkeep & +15% Researcher Production.

- Resource - Production Ministry :
-- Empire : +10k Resource Storage, +10% Energy, Minerals & Food.
-- Planet : +15 Amenities & +5% Job Upkeep.
--- Jobs : +1 Merchant & +2 Clerk / +1 Fabricator & +2 Tech-Drone (Machine) / +1 Foundry Drone & +2 Tech-Drone (Hive).
-- Project 1 - Planet : -10% Job Upkeep.
-- Project 2 - Empire : +10% Job Production.

- Diplomacy (Diplo Weight or Council) - Diplomatic Academy :
-- Empire : +10% Diplo Weight, +50 Trust Cap & +1 Influence.
-- Planet : +15 Amenities & +5% Specialist Job Production.
--- Jobs : +1 Politician, +1 Manager & +1 Bureaucrat / +3 Coordinator (Machine) / +3 Synapse (Hive).
-- Project 1 - Empire : +15% Envoys Diplo Weight, +5 Diplomatic & Subjugation Acceptance.
-- Project 2 - Event : +1 Envoy every 5 years (3 max).

- Relics - Archeology Headquarters :
-- Empire : +1 Envoy & +1 Influence.
-- Planet : +150 Unity & +1 Minor Artifact.
--- Jobs : +1 Science Director, +2 Culture Worker / +3 Calculator (Machine) / +3 Brain Drone (Hive).
-- Project 1 - Planet : +25 of each Science & +1 Minor Artifact.
-- Project 2 - Event : Grant a L-gate Insight after 5 years and +25 (, if event chain is active, else +100) Minor Artifact; and some Unity.

- All of those buildings can gain a +3 planet Stability if a tech is researched (availaible once you own any of the buildings - sociology type).