Stellaris

Stellaris

Advanced Policies
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Update: Jul 20, 2023 @ 7:58am

V1.1.11

Bugfix:
  • Fixed all new leader traits and icons.
  • Fixed a bug where the gestalt planetary Decision could be enacted infinatly under the right conditions.
Changes:
  • Redid some of the edicts and tried to make it easier to learn what is needed to unlock them.
  • Reworked the Advanced Administration civic.
Added:
  • Gave the workers ethic a new holding to install for there subjects.
  • Added some text explaining the cost and production of a decent number of custom jobs.

Update: May 16, 2023 @ 11:28am

V1.1.10
Bugfix:
  • Fixed a suprisingly wide-spread typo writing 'trail' rather then 'trial'.
  • Fixed a typo in the script related to the civic Advanced Administration.
  • Fixed a lacking descrition for the Industrial War Complex Civic.
Changes:
  • Scribbled more notes in the scripts, as to make my life a little easier.
  • Changed country_command_limit_add to command_limit_add.
Balance:
  • Removed the happiness buff from all Grand Architecture variants.
  • Brought all Gestalt civics up to standard as with the new 3.8 update.
Added:
  • Made a policy for all the newly added civics.
  • Added a counsilour for every mod added civic.

Update: Mar 18, 2023 @ 8:18am

V1.1.9
Bugfix:
  • Fixed a missing localization i found for the 'Analysing Routines' policy.
  • Fixed a bug with the 'Migration Policy' conditions not been triggered correctly.
  • Fixed a lack of category for the unique holdings/branch offices.
Changes:
  • Brought mod version up to '3.7'
Balance:
  • Gave the civic 'Industrial War Complex' the new "Dissolvent Bombardment" technology on start of the game.
  • Toned down the effects of the civic 'Industrial War Complex' a little bit to balance it out with there new start tech.
Added:
  • Made a civic policy for all the new eager explorers civic variants.
  • Made a new Bombardment type that focuses on just destruction of what is ON the planet.
  • Made a new Tech that is linked to the new Bombardment type.

Update: Mar 2, 2023 @ 7:03am

V1.1.8
Bugfix:
  • Had to replace all the previous leader level spawn effects as they were no longer working as intended.
Changes:
  • Made a few grammer changes to maintain the same kind of wording throughout the entire mod. (think, British English VS American English)
  • Made the migration planetary decisions no longer exclusive to the 'Sky Treader' Origin but tied it to the new 'Migration Law' policy category
  • As compensation for 'Sky Treaders' i made a new planetary decision that allows them to make small nest deposits on there colonized worlds.
Added:
  • Made a new civic for gestalts, Both are called 'Implanted Directive' giving leader buffs. With of course its own civic policies allong with it.
  • Made a new organic Hive civic called 'Warren Builder', With there own policies of course.
  • Made a new Machine gestalt civic called 'Cataloging Routine', With there own policy category.
  • Create a new 'Migration law' policy category.

Update: Feb 2, 2023 @ 11:06am

V1.1.7
Bugfix:
  • Tweaked some of the AI weight for some of the civic policy options for the Gestalts.
  • Made an attempt to improve the AI's use of the 'Migritory Flyers' planetary decisions.
  • Fixed a bug where custom holdings and branch offices would keep existing after the planet was abandoned.
Changes:
  • Updated the requirement for the education compound to now only work when the owner has an education stance selected.
  • Changed how the origin 'Children of the Darkness' get there caves going, how it is done through a building chain.
Balance:
  • Gave the building 'Central Synapse Node' +6 housing to house all the jobs it would make to reflect its size and imporatance.
  • Gave the building 'Central Processing Unit' +6 housing to house all the jobs it would make for the same reason as above.
  • Nerfed the Policy option for 'Neural Impulse' Civic option 'Knowledge is Survival' by reducing the amount of brain drones gained.
  • Reduced the amount of 'Excavators' gained from the planetary deposit 'Underground City Complex' from 1 job per 20 pops to 1 jobs per 25 pops.
  • Gave 'Excavators' a +2 to amenities.
Added:
  • Made a new machine governor leader trait, called 'Greater Uplink'.
  • Made a new policy category for gestalt empires called 'Entity Linking'.
  • Made a new policy category for gestalt empires called 'Instinctive Knowledge'.
  • Made a new job type related to the 'Instinctive Knowledge' policy option, 'Knowledge Melders' are a gestalt version of educators.
  • Made a new building for gestalts called 'Knowledge Hub' that adds some 'Knowledge Melders'.
  • Made a new policy category for gestalt empires called 'Drone Policy'.
  • Made 2 new planetary Decisions one for Machine Empires the other for Organic Hive empires.
  • Added a new building chain for the origin 'Children of the Darkness' Which replaces the old planetary decision. This building also buffs excators.
  • Created a new custom name list for hive empires that use the origin 'Children of the Darkness'
  • Created a custom holding for overlords with the 'Industrial War-Complex' civic.

Update: Jan 1, 2023 @ 1:59pm

Hotfix V1.1.6A
Bugfix:

  • Fixed a bug where the origins would not always load when other origins were loaded before it.
  • Fixed a leader bug where the ecologist trait had the wrong opposite trait attached.
Balance:
  • Made some modifiers changes in the 'Military Stance' policy section.
  • Removed the trait cost of both the 'Tunneler' & 'Migritory Flyer' species traits.
  • Gave the 'Tunneler' trait a minimum amount of habitability to give them the chance to settle as happy tunnelers.
Added:
  • Made a quick new trait for gestalt governors, 'Greater Uplink' giving a mild -25 to deviancy.
  • Made a copy of both ecologist and industrialist traits for gestalt governors.

Update: Dec 28, 2022 @ 7:37am

V1.1.6
Bugfix:

  • Fixed a bug where the new edict 'Tightend Processing' also showed for non-gestalts.
  • Fixed a bug with all governmental buildings not beign destroyed once you change government or take over another empires capital.
  • Fixed a bug where generated empire names would not be loaded and thus not give some empires no name at all.
  • Fixed a bug where tunnelers could also get the cave dweller trait from the dlc.
  • In a similair case, i made sure mirgritory flyers do not get the cave dweller trait either.
  • Fixed an error when a deposit of the 'Children of the Darkness' became uncolonized.
Changes:
  • Lowered the chance for custom empire names to overwrite base game names.
  • Made it so any policy opinion modifier will only trigger once you actually have a clue what kind of government the other has.
  • Made it so that only empires with the correct origin could add there unique traits (Tunneler & Migritory Flyer) to new pops once they can gene mod.
  • Made some AI changes to the budget for 'Children of the darkness' Freeing up some more budget for the AI as a whole.
Balance:
  • Buffed the base upkeep reduction for the 'Advanced Administration' Civic as length bonus is a lot more rare and less usefull now.
  • Made the conditions for later 'War Readiness' of the 'Emergency Measures' situation slightly more tolerant to what is acceptable at higher levels.
  • Buffed the 'Migritory Flyer' Traits pop growth from migration from 50% to 75%.
Added:
  • Added a positioning priority to all custom buildings added by my mod.
  • Added a convert option for government buildings when you reform your empire.
  • Added new custom empire name options for a lot of the custom content in the mod.
  • Made a notification that reminds players that some policies become accessible once they have entered war.
  • Put some time into making new and unique leader triats. In total 2 ruler trait and 4 governor traits were added.

Update: Dec 6, 2022 @ 4:41am

V1.1.5
Bugfix:

  • Replaced any old modifier that had pop_assembly_speed with planet_pop_assembly_mult.
  • Fixed a small preformance bug which caused a check for an event i forgot to limit properly.
  • Fixed a bug where a custom defensive army, did not produce unity from the Unyielding Tradition 'Resistance is Frugal'.
Added:
  • Made a custom policy for the New civic Ascensionists. (Regular, Megacorp, Hive and Machine Empires)
  • Made a custom policy for the New civic Cordyceptic Drones.

Update: Nov 22, 2022 @ 3:19am

V1.1.4
Bugfix:

  • Fixed some economic job category changes that were lagging behind as base game added a new category for administrative/culture jobs.
  • Fixed a bug where you could remove and/or add the civic 'Ancient Remnants' after the game has started. Which was not a feature.
  • Code adjustment for 'Children of the Darkness' origin that spawns the deposit on your homeworld.
  • Updated some old edict tooltips that were not entirely up to date with what they did.
  • Removed the ability for gestalts to use the regular 'Tightend Administration' Edict.
Changes:
  • Split the file containing the civic policies in 2, now seperated into gestalt and non-gestalt respectively.
  • Made minor readability changes to make the stats gained slightly easier to read.
  • Overwrote a single base game scripted trigger, is_subterranean_empire to now include the 'Children of the Darkness' origin. Thereby giving them also access to unlimited mining distrcits.
  • Changed the following edicts to now scale based on total owned pops rather then empire size, 'Civilian Rationing' and 'Grand Banquette(regular and lithoid version)'
Balance:
  • Removed the flat -5% Happiness debuff from the 'Tax Policy' category for both 'Flat Tax' and 'Wealth Adjusted' as the 'Tax Ratio' policy category already has a penalty modifier.
Added:
  • Made a custom policy for the civic 'Mutatgenic Spas' (Including Corporate, Hive & Machine Versions)
  • Made a custom policy for the civic 'Relentless industrialists' (Including Corporate Version)
  • Made a custom policy for the civic 'Scavangers' (Including Corporate Version)
  • Made a new civic 'Travelling Circus' accessable to both regular and corporate empires.
  • Made a new edict for gestalts based on the 'Tightend Administration' Edict for regular empire.
Notes:
Removed a category for the mod as a whole in the listing as a whole, as this is not a 'balance' mod i simply add stuff not change anythign base game.

Update: Sep 26, 2022 @ 6:52am

Hotfix
Updated to 3.5
Had to rewrite some of the AI due to the update.
Beyond that no changes.