Stellaris

Stellaris

Wiirlak Additional Civics & Origins [4.0]
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Update: Sep 20, 2022 @ 9:54am

Updated to 3.5 !
- The Detox AP has its Empire Specialization - Ascension Specialization categories setup

If there's any else that need to be updated, don't hesitate to leave a comment


New :
Empire Specialization - Ascension Perks :
    Warden :
  • Requirements : Primitive Civilization Technologically Enlightened & Policy : Enlightenment is Allowed
  • Lock the Enlightenment Policy to Allowed
  • +33% Technological Enlightenment Project
  • 25 000 Unity for each Technologically Enlightenment; they also have +1.5 Loyalty
  • Unlocks an edict to turn a Fanatic Xenophobe Primitive into a Xenophile; 1000 Energy & 3 Years

    Sanctuaries :
  • Requirements : Has Pre-sapients; Policies : Native interference is Passive Studies, Native enlightenment is Prohibited & Pre-sapients is Protected
  • The following Policies will be locked : Native interference is Passive Studies, Native enlightenment is Prohibited & Pre-sapients is Protected
  • +20% Monthly Unity & +10% Happiness
  • 150 Monthly Unity per Primitive Civilization in your border

    Planetary Infrastructures :
  • Requirements : 3 Non-artificial Planets
  • +2 Max District on Non-Artificial Planet
  • +10% Max District & +4 Max Building
  • +25% District Cost & +10% Upkeep

    Enforce Prerogative :
  • Requirements : Imperial Prerogative AP
  • +5 Stability; -25% Demotion Time & Empire Size from Districts
  • +3 Pops on Colony & +100% Development Speed
  • -20% Influence Cost when expanding by Starbases or Claims


Balance :
- The Metalic shapeshifter Origin has been changed into a locked civic :
-- No longer required to be Militarist

-- The trait has lost :
--- +1 Decryption / Incryption
--- -15% Ressetlement Cost & Housing Usage
--- +40% Army Damage
--- +35 Leader Age

-- The trait has gained :
--- +10% Daily Spy Network


- The Government Reform Civic has lost its capacity to refund and abort the cooldown of reforming the government

Update: Sep 12, 2022 @ 7:36am

New :
Empire Specialization - Ascension Perks :
    Reckoning :
  • Requirements : One of your colony had been destroyed by a Colossus / Star-Eater or the Reckoning is taking place
  • +25% Ship Damage & Speed; +50% Defensive War Ship Build Speed
  • +100 Naval Cap & Fleet Cap
  • +5 Starbase Capacity; +15 Defense Platforms
  • +50% Defense Armies Damage & Morale
  • -40 Stability

    Moon Assembly :
  • Requirements : Mega-Engineering Tech
  • +20% Minerals
  • Unlocks Decisions; 5 years :
    - Create a moon from asteroids in the system; 5000 Energy & Minerals
    - Move an existing moon in the system; 10000 Energy

    Unfathomable :
  • Requirements : Technological Ascendancy, Transcendent Learning & Enigmatic Engineering AP - Being the 1st to take it
  • +30% Research Speed & Leader Experience Gain
  • +30% Researchers & Station Science Production
  • +2 Decryption & Encryption
  • +1 L-gate Insights

- 3 Ascension Perks that are hidden by default / design :

    Ascension Peak - Biological :
  • Requirements : Empire Specialization - Ascension Completion (Biological Path)
  • +4 Points Picks & +7 Traits; +33% Species Cost
  • Unlocks new uniques and powerful traits :
    - Twins / Triplets
    - Systemic Reflexion / Rythmic Brain / Natural Minds
    - Rapid Metabolism
    - Armored / Transfiguration
    - Redundant Organs / Second Brain / One Minded (Hive-mind only)
    - Environmentalist
    - Responsible

    Ascension Peak - Mechanical :
  • Requirements : Empire Specialization - Ascension Completion (Mechanical Path)
  • +20% Unity & Research; +2 Assembly
  • +3 Points Picks & +5 Traits (Machine / Robots); +33% Species Cost
  • Unlocks Policies : Boost Production (+20% Basic Resouces / +15% Advances Resources / +3 Assembly)
  • Unlocks Edicts : Overdrive (+50% Jobs Production; +100% Pops Upkeep & +30% Amenities Usage)

    Ascension Peak - Psionics :
  • Requirements : Empire Specialization - Ascension Completion (Psionic Path)
  • +33% Unity & Research
  • Unlocks the Jump Drives Tech and gain option for the Psi Jump Drives, Psionic Shields & Precognition Interface Techs
  • Unlocks Edicts :
    - Spawn a Psychic Avatar; 2000 Energy; 3 years (it doesn't use Naval Cap)
    - Contact the Covenant of your choice, having all 4 will have a special effect; 5000 Energy; 10 years, not linked to the Shroud cooldown



QOL :
- The Lunar Application AP & Lunar Weaponization AP now requires at least one planet with a moon (to avoid showing an AP that will do nothing for you otherwise)
- The Gaze long into the Abyss.. AP now requires at least one Black Hole to be valid (as it would be useless for you otherwise)


Balance :
- Remove the Psi Jump Drive & Precognition Interface techs gained from the Empire Specialization - Ascension Completion
- The Starless Origin now spawn a Ruined Matter Decompressor that give +25 Minerals to the Black Hole


Fix :
- The Mega-Engineering Perfection categories for Empire Specialization - Ascension Specialization wasn't setup
- The Wormhole Generator - Federation Link Decision wasn't working properly
- The initial menu for Empire Specialization was also showing up for non-host players

Update: Sep 3, 2022 @ 6:57am

New :
Empire Specialization - Ascension Perks :
    Decrepit Fools :
  • Requirements : Kill a Fallen Empire
  • Unlock their techs, can create their fleets / Defensive Platforms (using an Edict) & buildings (Decision)

    Gaze long into the Abyss.. :
  • Requirements : 3 AP
  • Unlock the Abyss Seeker, a unique starbase building for black hole (+25 Physics & +5% Physics Research Speed; with techs, also Engineering / Society)
  • Having 3 double the production

    ..The abyss gazes also into you :
  • Requirements : 3 Abyss Seekers starbase buildings
  • +15% Research Speed
  • Grant access to the Shroud, if not already unlocked
  • Start the Horizon Signal event chain, if no one already started it (the tooltip updates itself to show if you will have it or not; AI/Gestalt can't have it)

    Lunar Applications :
  • Requirements : 2 AP
  • Unlock Decisions if the planet has Moons, any Decisions use moon capacity, base cost is 1000 Alloys :
  • - Lunar Industrialization : +10% Energy / Minerals / Food or +5% Alloys / Consummer Goods; cost 1500 Alloys; cost 2 capacity; 1 use
  • - Lunar Beauty : +5% Happiness / Amenities; cost 2 capacity; 3 use (subsequent use upgrade the initial choice)
  • - Lunar Labs : +5% Research; cost 2 capacity; 3 use
  • - Lunar Expansion : +1 District & Building Slot; +1000 Alloys per use; cost 3 capacity

  • Unlocked by Ascension Path, all cost 2500 Alloys & Energy, 5 capacity & 1 use :
  • - Lunar Clones : +5 Pop Assembly; Requires Evolutionary Mastery AP / Transcendence AP and gone Hive
  • - Lunar Factory : +3 Pop Assembly & +10% Housing; Requires Synthetic Evolution / Synthetic Age AP
  • - Lunar Shroud : 33% to shroud the moon, +25% Unity, double if moon is shrouded; Requires Transcendence AP / Evolutionary Mastery AP as a Hive and gone Psionic

    Lunar Weaponization :
  • Requirements : Lunar Applications AP & Mega-Engineering tech
  • Unlock Decisions following the same rules as the Lunar Applications AP; they are steps, requiring previous Decisions to be done; cost 1500 Alloys; cost 3 capacity & 1 use :
  • - Lunar Defenses : -15% Bombardement Damage & +20% Armies Defense Health
  • - Lunar Bunker : -35% Bombardement Damage & +50% Armies Defense Health
  • - Lunar Weaponization : -50 Energy / Alloys & -3 Districts for 2100 days, then it's ready and, upkeep -5 Energy / Alloys & -1 Districts
  • - Lunar Implosion : Destroy the moons, orbiting fleets, orbital ring, some orbital stations & ships; partially devast the planet & kill some pops; cost only 5000 Energy

    Federation Focus :
  • Requirements : Having a Federation
  • +50 Naval Cap, +20% Ship Speed & +10% Diplo Weight
  • Choose between one of the two, for the Federation benefit (it will stay in this Federation even if you leave) - each member taking the same choice multiply the effects :
  • - Pacifist : -30% Cohesion Lost on joining / Leaving / Ethics Penality & +25% Research Sharing; +10% Leader Diplo Weight
  • - Militarist : +20% Fleet Contribution +100% Naval Cap Contribution (force you to use more of your Naval Cap for the Federation, but it counts for twice as much); +10% Leader Diplo Weight (limited to 3 times)

    Ruin and Desolation :
  • Requirements : Homicidal OR Become the Crisis AP OR Has Destroyed 3 countries
  • -100% Purge Time & +50% Bombardement Damage
  • Pop Purged / Bombarded : 100 Unity
  • Planet Destroyed : 10k Unity
  • Country Destroyed : 150k Unity

    Mega-Engineering Perfection:
  • Requirements : Galactic Wonders & Master Builders Ascension Perks
  • +50% Megastructure build speed, +1 Megastructure Build Cap & 1 Special Project per Megastructure owned :
  • - Dyson Sphere / Matter Decompressor / Science Nexus / Mega Art Installation : +15% Production
  • - Strategic Coordination Center : +100 Naval Cap & +5 Ship Evasion
  • - Interstellar Assembly : +25% Diplo Weight & +1 Envoy
  • - Sentry Array : +25 Base Intel & +1 Encryption / Decryption
  • - Mega Shipyard : +150% Ship Experience Gain
  • - Quantum Catapult : +20% Range & -20% Spread / Windup Time


Balance :
    Prestigious Trophies & Esteemed Trophies - New Features :
  • Grant a Special Project for having at least 1 Relic from those category :
  • - Precusor Chain : Start another of the Precursor Chain, that isn't completed (no Baol / Zroni) & +5% Unity
  • - Archaeology Site : +15% Research Speed & +1 Minor Artifacts Monthly
  • - Guardians / Leviathans : +1 Influence & 5 Stability
  • - (End / mid game) Crisis : +25% Diplo Weight & +15% Ship Weapons Damage
  • - Galatron : +50% Unity
  • - Others (for compatibility reason) : +10% Worker Production
  • +5% Job Production if 3 categories are validated; +5% for each additional validated categories
-- You have the AP in your current game and want those benefits ? Use the command : event wiirlak_ac.5065
- Prestigious Trophies: Monthly Influence per Relic from +1 to +2


Fix :
- Cleaned some error.logs

Update: Aug 3, 2022 @ 9:00am

New :
Civics :
    Adversity :
  • +5% Ship Damage & Naval Cap per Rival
  • +2 Rivals Cap
  • +1 Influence & +50 Unity per Rival


QOL :
- Options has been added to the Main Menu of the Empire Specialization, at the start of the game
-- You can access the event menu by using the command : event wiirlak_ac.5000
--- You can activate the Empire Specialization if you didn't at start, but only before the year 10 is reached

-- Ascensions Paths for the AI : can be turn ON / OFF - if changed during the game, it will stop new AI to do it, any empire that have already done it (or just started it) won't be affected

-- Civics Techs : can be set from 0 to 5 - if changed during the game, it won't deactivate the ones already gained, but it will stop any new from being proposed
--- Yes, it means the techs went from 2 to 5 max; default is 3

-- Galactic Community Resolutions : can be turn ON / OFF - if changed during the game, it won't deactivate the ones already gained, but it will stop any new from being selectionnable / proposed by the AI
--- Separated into 2 categories : the normal one, and the count one

-- Ascension Perks : can be turn ON / OFF - if changed during the game, it won't deactivate the ones already gained, but it will stop any new from being seen
--- Separated into 2 categories : the Power Projection one, and the Others


Fix :
- Fixes errors with modifiers and war ending (such as War Business Civic and Overlord Origin)
- Border Control Civic had Defensive Platform cost modifier not working
- Cleaned diverse errors in the debug logs

Update: Jul 18, 2022 @ 11:53am

New :

Empire Specialization - Ascension Perks :
    Wormhole Generator - New Features :
  • 3 Engineering techs have been added, they all increase ship speed, then MIA from the second tier, and finally, increase the effectiveness of the Quantum Catapult
  • 1 diplomatic tech is available to propose to create a wormhole pair with a Federation Member
  • - Limited to one project at the time per federation, and can only be done once per member (during the whole game, unless they also got the AP)
  • - Can be use with the AI, they will select a destination for you to make a wormhole pair, most commonly, their capital
  • - Both members have to pay 5 Energy during 2 years (time is the same as the normal one) and it can be done at the same time as the normal one

    Artificial Gravity :
  • Requirements : 1 inhabited Ring World OR 10 Habitats max size with 5 pops
  • Habitats / Ring World Decision, at 0 free district :
  • - +2/1 District, can be done twice (3 years, 2000/3000 Alloys, +1000 Alloys for the 2nd time)
  • - +3 Pop Assembly OR -25% Pop Housing Usage (3 years, 1500 Energy)
  • - +10% Job Production (3 years, 1500 Energy)

    Durasteel Curtain :
  • Requirements : Eternal Vigilance & Grasp the Void Ascension Perks
  • +5 Starbase capacity & +10 Defense platform cap
  • +50% Starbase(, Orbital Rings) & Defense platform Damage & Hull
  • For each owned starbases : Defense platform Build Speed +2% & Cost -0.66%
  • Techs :
  • - +2 Building +1 Module & -25% Upgrade Cost / Speed on Starbases (& Orbital Rings)
  • - Orbital Rings automatically fill their Defense platform slots, 1 per year to a max of 20
  • - Halve the Timer; max go to 50
  • - Defense platforms are disable not destroyed, then they automatically repair themselves after battle


QOL :
Wormhole Generator :
- The tooltip has been rewritten to be more compact as I added more text from the added techs.
- The AI now can unlock and use it, but very low chances.
- The Decision now has a message pop up when it's completed, it will show the 1st system selected - also works with the Federation Member.


Compatibility :
- Deposits that are added at game start are now pushed back by 10 days, so you won't lose them by some mod that change the planets at game start, or a few days in, like Real Space - New Frontier.
- Compatibility added for the Flotilla aura for the Titans / Juggernauts to the mod "BSW 3 : Balanced Space Warfare".


Balance :
- Less chance for Empires to change themselves while asking for the Empire Specialization - Ascensions Paths.
- The Flottilla Ship :
-- Auxiliary Slot from 1 to 2
-- Utility Slot from 2 to 3
-- +1 Weapons slot for all Sections


Fix :
- The Ecumenopolis Origin's deposit had its upkeep giving your ressources, instead of you paying for them.
- Modify the event wiirlak_ac.4191, hoping to fix a crash some users experienced.
- The Flottilla Ship :
-- Did not have a Computer slot, fixed
-- It had random auto-generated design, this will stop happening

Update: Jun 16, 2022 @ 8:55am

QOL :
- Both the Wormhole Generator & Colossal Warfare Ascension Perks are also now taken into account for the Empire Specialization - Ascensions bonuses; they all have 2 categories, like the vanilla ones.
- The Wormhole Generator Ascension Perk now has a failsafe if you could create a pair while never found a natural one (you were forced to found one so you could "explore" the one you created).


Balance :
- As the Celestial mining station starbase building did not seems to increase the gatherers stations output, I changed it into +15% minerals output for the inhabited planets in the system.
- The Wormhole Generator Ascension Perk now has a Engineering tech to unlock a starbase building in wormholes systems, to better protect it by greatly enhancing the starbase and its defenses platforms, and also a bit the allied ships


Fix :
- The error logs will not be flooded by the decisions from the Wormhole Generator Ascension Perk; hoping that fixes the crashes that some reported.

Update: Jun 11, 2022 @ 8:20am

Fix :
- Localization in other languages than english were broken

Update: Jun 7, 2022 @ 5:20am

New :

Empire Specialization - Ascension Perks :
    Colossal Warfare :
  • Requirements : Juggernaut / Colossus Technology or has unlocked the Star-Eaters
  • +250 Unity per Juggernaut, Colossus or Star-Eaters
  • +50 Unity per Titans
  • +50% Build Speed for all of them
  • +20% Naval Cap
  • +10% Fleet Diplo Weight

    Wormhole Generator :
  • Requirements : Wormhole Stabilization technology & 2 Ascension Perks
  • Unlock a Decision (=> can only be used on inhabited planet) to select a system, then repeat with a second Decision on another system, this will create a linked wormhole after 2 years, for 5k Energy


QOL :
- Hides the Ascension Perks if the Empire Specialization is not active.


Balance :
- The Lord of War AP have been setup so it counts into the AP bonus for Empire Specialization (Admin / Militarist).
- Offspring Corvettes benefit from the bonus from Swarm Tier 3, as they're corvettes.


Fix :
- Added a failsafe to limit the 5051 event "Power Projection" to once per country.

Update: May 15, 2022 @ 2:29pm

New :
Civics :
Soul Forge :
- +15% Alloys & -30% Minerals from Metallurgist.
- Unlocks a Deposit giving +5 Alloys, +30% Industrial District Build Speed, +1 Unity per Metallurgist & the ForgeMaster Defense Army.


Fix :
- The Enlightened Civic was not supposed to be taken with Traditionless.

Update: May 14, 2022 @ 8:49am

New :
Civics :
Enlightened :
- +1 Ascension Slot; +1 more, in 20 years if taken at empire creation
- +5% Unity