Stellaris

Stellaris

3.2 Growth and Conquest Rebalancing
Showing 11-19 of 19 entries
< 1  >
Update: May 2, 2021 @ 1:09pm

Moved the Starnet compatibility stuff to a separate mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2474987194)

Update: May 2, 2021 @ 6:54am

Overwrote city, hive, and nexus districts for improved AI performance with Starnet (Starnet makes the AI spam these to abuse logistic growth, which is removed by this mod). Should have no effect if not using Starnet, but let me know if there's an issue.

Overwrote a logistic growth define to improve performance slightly. Minimum pops to evaluate a planet for logistic growth has been changed from 5 to 1000. This has no effect on gameplay (since logistic growth is already removed by the mod), but a slight positive effect on performance, since the game was still doing the calculations for logistic growth even though there was no impact.

Update: Apr 30, 2021 @ 6:37am

Overwrote the tier 1 housing buildings to improve AI performance when using Starnet AI. Starnet currently "tells" the AI to build excess housing buildings to abuse logistic growth. This mod removes logistic growth, rendering this behavior pointless and counterproductive, so I overwrote the tier 1 housing buildings to stop the AI from doing this. Should have no effect if not using Starnet.

Update: Apr 22, 2021 @ 8:18am

Removed colonial fervor from non-Void Dweller habitats, to mitigate lategame habitat/population spam. Habitats do not inspire the same sort of pioneering spirit as planets or ringworlds for those not adapted to them.

Update: Apr 20, 2021 @ 8:46am

1) Added back an enforcer job on the tier two normal empire capital so that slavers aren't screwed. Still has one fewer then vanilla for higher level capitals.
2) Removed +1 assembly from machine capitals. When I added it, I didn't take into account that machines now get +1 assembly from authority; it led to machines growing too quickly in the early game thanks to having much higher base assembly/growth to get amplified by colonial fervor.
3) Overwrote the clone vats and robot assembly plants so as to be work better with Starnet. Starnet has them destroyed at 400 pops on AI empires, but since the empire-wide malus is removed in this mod, this hurts the AI if using this mod with Starnet. Should have no effect if not using Starnet (but you should use Starnet! Starnet is awesome).

Update: Apr 20, 2021 @ 8:32am

Update: Apr 18, 2021 @ 10:53am

Update: Apr 18, 2021 @ 6:05am

Update: Apr 18, 2021 @ 6:00am