Stellaris

Stellaris

Wiirlak Additional Civics & Origins [4.0]
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Update: Feb 6, 2022 @ 5:27am

Balance :
Government Reform :
- Megastructure Option :
-- At level 2 : Gateways Alloys Cost: -40%. Apply as a refund, don't apply for construction site.
-- At level 3 : Megastructure Alloys Cost: -25%. Apply as a refund, don't apply for construction site, not for Gateway or Habitats.

Update: Feb 4, 2022 @ 7:04am

New :
Celestial Expansion Civic :
- Unlock the Celestial Mining Station that let you expand any of your planets up to 3 times, by consuming asteroids and broken world in the system.
- +5% Jobs Minerals Production


Slingshot Origin :
- Unlock the Slingshot starbase building that let you slingshot any of your fleets to any others owned starport (or higher) that don't have a Slingshot.
-- Start with 1 installed on the capital starbase, but can be dismantle and rebuild wherever.
-- If the starbase is lost to ennemy force, they can use it, but they can't build it, only using the one you lost to them.
- Start with a build cap of 1, can be expanded to 3 by techs.
-- If you ever got more than Slingshots than you're supposed to have (gain in war, for exemple), you can keep them BUT you will have a +50% Starbase Upkeep for every Slingshots over cap (apply for other empire too).


Balance :
Space Age Origin :
- Gain the possibility to unlock the Slingshot by tech; but unlike the specific Origin, you can't gain the others techs.
-- Made to help the Space Age a bit, as it can be very slow to traverse your territory with it.


Fix :
- Ecumenopolis had his flag wrongly setup. Only fixed on new game.
- Techs from Space Age were in Physics category instead of Engineering.

Update: Jan 23, 2022 @ 6:01am

New :

Empire Specialization V3.3 :

Empire Specialization - Ascension Completion :
- Bio / Psionic : While completing the step 1 "Population" has been updated to be more interesting :
-- Cost of this step has been increased from 10k to 15k research points (for Synth / Machines too).
-- You will have an additionl event to better tailor your empire : It will let you choice between 3 different trait to add.
-- After completing the whole project, one last follow-up event will happened : Choice between different traits to add, one of each tier : Major, Minor and Ancient.


- Synth / Machines Path : now always have the Terraforming project :
-- It will turn an inhabited, non-terraforming / terraform candidate barren world (if there are any availaible) into a Unique World.

-- Synth : Once completed, it will be a Machine World and colonized automatically. It has good modifiers.
--- After completing the whole project, one last follow-up event will happened : Rewarding Unity, some Influence and 2 last modifiers.

-- Machines : Once completed, it will create an AI World with some good science deposit and you will also receive a unique modifier. Gain some Unity and Influence too.
--- And every Machines Worlds will turn Relic World.




Balance :

Empire Specialization :
- When doing the terraforming project, if you did not had enough energy, it would take influence to compensate; value has been adjusted from 100 to 50.
-- The terraforming event completion has his own event to be clearer of what happened, and then, the final event pop-up.


Fix :

- A crash was caused by an IA with the Planetary Management Civic, when it was using the Habitability Decision. I'm not 100% sure I fixed it, so warn me if it happens again.
- A trait had a non-working modifier, so the modifier has been removed.
- Can't start the Empire Specialization event / Special Project a second time by picking another AP before completing the project; or by selecting 2 AP before selecting which choice to follow on the event.

Update: Jan 20, 2022 @ 8:21am

New :

Empire Specialization V3.2 :

Empire Specialization - Ascension Completion :
- Psionic path added :
-- Gain a unique powerful modifier, and some Unity (was already present in last update)
-- OR an enormous amount of Unity but restructure completly your government ! (NEW !)
-- In case you're curious about this "reform" : Change your Psionics Empire into a Psionic Hive Mind !

- Psionic Hive Mind is a new path option, for Hive Mind, modifications to your government are way more minimum than the Biological Path

- In both cases, they will receive most of the psionics techs.


Fix :
- One of the modifier has a wrong % applied.

Update: Jan 18, 2022 @ 12:09pm

Fix :

Timing for Empire Specialization has been changed to the correct value; not the debug version.

Update: Jan 18, 2022 @ 11:09am

New :

Mining Cities Civic - Generic :
+2 Housing & +5 Amenities per Mining District.
-1 Housing per City District.
Miners Produces Engineering +2
Mining Disctrict Time +50%
District Upkeep +25%

Mining Cities Civic - Lithoid only :
+2 Housing & +5 Amenities per Mining District.
-1 Housing per City District.
Miners Produces Engineering +3
Mining Disctrict Time +35%
District Upkeep +10%


Empire Specialization V3.1 :

Empire Specialization - Ascension Completion :
- Start when an Ascension Path is completed (for now, Bio / Synthetic paths only - included for Hive and Machines).
- Gain a unique powerful modifier, and some Unity.
- OR an enormous amount of Unity but restructure completly your government !
-- Beware, this will have an enormous impact on your game !
-- In case you're curious about this "reform", one exemple : Change your standard empire perfecting biology into an Hivemind !
-- To avoid wrecking havoc, I had to adapt a lot of the old code to still work with your the origin selected at empire creation; apply only on MY origins ! Concerning the vanilla's one, it should be okay, but no guarantees.
-- You will keep your locked civics from this mod, and some vanilla ones, like the genocidals.
- If you have a mod that let you have more than one Ascension Path, then the 1st completed one will be selected.

Update: Dec 23, 2021 @ 2:59pm

Fix :

- Government Reform Civic :
+ No more double Influence received when taken.
+ No more duplication glitch of the locked version on some cases.
+ Option to skip the event when prompted, to avoid spending 10k if you don't want to, but has a small influence cost.

Update: Dec 23, 2021 @ 2:12pm

New :

- Empire Specialization V2 :

- Empire Specialization :
+ Ethics are now in place and working.
+ The Empire Specialization event happen after 15 years.
+ AI has weight for everything, based on authority / ethics / civics / traditions / ascensions perks.

- Empire Specialization - Ambitions has been added :
+ The Ambitions Specialization event happen at 50 / 100 / 150 years.
+ AI has weight for everything, based on authority / ethics / civics / traditions / ascensions perks.

- Empire Specialization - Advanced Ambitions has been added :
+ The Advanced Ambitions Specialization event happen at 200 years.
+ Advanced Ambitions can only be picked from a previously selected Ambition.
+ Those are greater version of the previous one.
+ AI has weight for everything, based on authority / ethics / civics / traditions / ascensions perks.


Balance :

- Planetary Management Civic : Can't clean all blockers on relic / tomb worlds, nor when Terravore.

- Ecumenopolis & Starless Origins : Can't be used with the Anglers civic.

- Terrain Exploitation Civic : Can't be used with the Anglers civic.

- Old Acquaintance Civic : Can't be used with the Pompous Purists civic.


Fix :

- External Tolerance Army Health bonus has been corrected to his intended value of 100%.
- Genetic Selection traits were incompatibles between themselves.

Update: Dec 10, 2021 @ 2:11am

New :

- Added Empire Specialization V1.1, Ethics has been added, but not activable yet.
- They are equivalent to choosing a ethic, for exemple : Materialist give +5% Research Speed −10% Robot upkeep.
- You would gain as much, it does not import if normal or fanatic.

Update: Dec 9, 2021 @ 7:53am

New :

- Added Empire Specialization (host has the choice to enable / disable), it will let you choice between different bonuses depending your Authority, Ethics, etc...
- For now, as a test version, it only include the Authorities and the Gestalt Ethic (so no choice outside of Hive / Machine empire).


Balance :

- Can't use the Planetary Management's decisions on a ressort world.


Fix :

- An event was firing too frequently for nothing, it should only fire when necessary now.