Stellaris

Stellaris

Advanced Policies
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Update: Sep 9, 2022 @ 5:32am

V1.1.3
Bugfix:
  • Fixed a scope problem with the crisis check trigger
  • Did some work on both Migritory Flyer(Origin) & MCV (Civic) AI related to the decisions, as they were emulating real government planning a bit too well. As in develop one place a lot then ignore the burning fires raging on the other worlds.
  • Fixed a bug where the 'Parliamentary Assembly' buidling could be hijacked by other democratic nations, thus given them more then they should have. Sneaky basterds.
Changes:
  • Made the Emergency Measure situation and all of its content accessable for the AI.
  • Made a category change for migritory flyers building, the 'Waystation' from Amenities to Unity for AI reasons.
  • Increased the AI weight for all Tarrif Clerks that are part of a Megacorp, as Profits do not moniter themselfs.
  • Removed some unused code and assets from the mod folder, these were unused planet_modifiers and there icons.
Balance:
  • Improved the triggers for the panic/emergency measures events to happen.
  • Changed some numbers of the lenght of the situation modifiers for the Emergency Measure events.
  • Decreased the chance of an event firing for the situation Emergency Measure accross the board.
Added:
  • Made an event that enables players a means out of the end of a war without the risk of a penalty from the emergency measures events.
  • Made some timed flags, thus limiting how many events can occur at any given time for the emergency measures! (I love it when a plan comes together)
  • Improved All non-gestalt governmental buildings, now all empires will have 3 ruler jobs regardless of ethics.

Update: Jul 30, 2022 @ 6:25am

V1.1.2
Bugfix:
  • Double checked that empires do not get hit over the head for using the emergency measures correctly. As that happened with some empires. (Nearly sorry to all pacifist empires)
  • Fixed a bug where a crime emergency measures event would add the wrong crime modifier and also loop it afterwards.
  • Fixed a few bugs regarding missing locaization.
  • Standardized some of the last remaining policy effects descriptions as a means of improving readability.
  • Tried to make sure the AI actually uses the custom job 'Tarrifs Clerk' properly rather then disable it. (AI can be an ass at times has to be said)
Changes:
  • Reduced the restrictions on the gladiator army type for empires with the Warrior Culture civic.
  • Gave 'Barbaric Despoilers' access to the gladiator army type.
  • Made some locaization changes for the conscript policy category.
  • Also made some locaization changes to the emergency measures locatization.
  • Made changes to the the manner the mod checks if it is a valid reason to use the emergency measures, now it checks for CB types in the given war rather then fleet power. Which did not always work as intended.
  • Changed the picture for the 'Children of the Darkness' so people do not get it confused the the DLC origin.
  • Updated the Origin icon for 'Children of the Darkness' as i actually learned how to draw for more then 2 seconds.
Balance:
  • Increased the lenght of all Emergency Measures Debuff effects from 2 years to 3 years.
  • Reworked the chances for the Emergency Measures Debuff events to trigger, making some debuffs more common then others.
  • Went through the custom agenda's to ensure they all still functioned as intended, required some balance and under the hood adjustments.
Added:
  • Made 2 new custom army icons to play with for people, first is for gladiators which can be recruited.
  • Made a lithoid version of the consript army as them consuming food would not be as metal as the lithoids should be.
  • Added a unique defensive army that triggers under very specific conditions. So do not step too close to a descendants homeworld, as grandpa might come outside with more then an angry face.
  • Made some work to get the Planterary Quota into a situation.
  • Added some more emergency measures events to worry about for players.
  • Made a new policy category, 'Justice' which essentially is how criminials are sentenced in your empire.
  • Made a new agenda that can only appear once the mid-game starts, it boosts all specialists output by 25%.

Update: Jun 18, 2022 @ 5:44am

V1.1.1
Bugfix:
  • Fixed a modifier bug in the Ancestral Worship Civic, As the policy option 'Heeded Prophecy' had the wrong starbase modifier.
  • Fixed an old modifier i really thought i fixed already, regarding the Edict 'Tightend Administration'.
  • Fixed a bug where i might have forgotten to add the mineral cost of building the 'Migritory Waystation' Building.
  • Fixed a bug where building using the decisions form the 'Children of the Darkness' Origin could cause a crash. (Was a decision scope issue)
  • Fixed a bug where the events for the Emergency Situation just did not fire correctly.
  • Fixed a bug where modifiers from the events from the Emergency would just trigger and refresh all the penalties, Again and again. Possibly again too.
  • Fixed a bug where machine empires could pick the 'Sky Treaders' Origin.
  • Fixed a bug where machines could pick the 'Tunneler' and 'Migritory Flyer' traits.
  • Made some AI budget weight changes, Freeing up some more resources for the other budgets to play with.
Changes:
  • Made all Edicts and campaigns constant rather then some having a timer.
  • Changed how often Educator jobs spawn. Workers spawn 1 per 50 pops, Specialists 1 per 75 and Rulers 1 per 100.
  • Gave every Educators a +1% production bonus to the sciences, Unless it is there speciality then it is a +2,5% bonus.
  • Tweaked the 'Migritory Waystation' a bit to reflect there migrating nature.
  • Made it so your neighboars are not very happy with you entering an emergency stance unless you have a good bloody reason.
  • Allowed the combination of Lithoids to pick 'Sky Treaders' origin, Why someone would want floating rock is beyond me but you can.
  • Reworked the manner in which the origin 'Sky Treaders' is ment to be played, Now you grow slowly anywhere that is not your capital, But get good migration push/pull.
  • Made some changes in the spawning of the custom civics. Allowing some to appear more frequant then others.
Balance:
  • Increased the starting cost of the Edict 'Tightend Administration' from 10 unity to 15 unity. Making it a more expensive Edict as a whole.
  • Redid the entire Unemployment Stance modifiers. Having sharpened the focus now onto the production and resettlement of pops.
  • Improved all Educators research significantly, having a minimum of 5 per science category and based on what they are(Worker, Specialist or Ruler) they specialize more in 1 field. Workers into Engineering. Specialist into Physics and Rulers into Society.
  • Standardized all Amenities gained from Educators, also made the civic 'Proper Education' effect the amenities too.
  • Removed the Trade value upkeep and the unity production from the Tarrifs Clerk and added a small energy upkeep also gave them a +5% trade bonus per clerk.
  • Made the events for the 'Empire Readiness' situation a bit harsher.
  • Gave the AI an opinion modifier for any player, who uses the Emergency Policy without being at war.
  • Nerfed the policy option 'Full Mobelisation' in the category 'Military Stance'.
Added:
  • Made a new building that adds 2 of the policy selected Educators as jobs for the planet the building was build on.
  • Made some new possible events for the 'Emergency Situation'.
  • Made a new Planetary Decisions for empires with the 'Sky Treaders' Origin giving them more control over Emigration Push.
  • Added a new Unique Empire name section for empires with the 'Sky Treaders' Origin
  • Made a new War-goal and new Casus Belli, It is essentially a liberation war but intended for aggrasive neighboars.

Update: Jun 6, 2022 @ 10:23am

V1.1.0
Bugfix:
  • Fixed a few typos i encountered while make the new gestalt content.
  • Fixed some bugs related to flavour text not showing the called for string.
  • Fixed a non function modifier in a custom agenda.
  • Made sure that the mod tunnelers get allong with the base game tunnelers, by fixing the 'Fellow Tunnelers' opinion modifier to now include both.
  • Made some adjustments to the AI weights for the custom traditions, as they were clearly being a bit dumb about it.
Changes:
  • Changed the Tunneler Trait icon to be more in-line with the base game trait of Cave Dweller.
  • Renamed the Gestalt policy 'Handling organic matter' to 'Handling waste matter', as a means of reflecting that dead drones are simply seen as a resource to be exploited.
  • Removed the Military Stance option for 'Emergency Measures' as those benefits are now linked in the situation that comes with the panic policy.
  • Made some adjustments for readability for the policies.
  • Made some adjustments to the Weapons law policy category, escpecially the later 2 options. Allong with some under the hood AI changes to make them stop giving out guns for free.
  • Improved all AI functionality due to having added better weights to the custom civic policy options.
Balance:
  • Swapped the happiness buff (5%) from the memorialist policy option 'Prepare for the Present' with a 5% Stability buff.
  • Reduced the research bonus from the memorialist policy option 'Prediction of the Future' from 15% to 10%.
  • Changed the Deviancy effect from the Autonomy policy category for gestalts to now be % based rather then a flat number.
  • Changed the numbers of the Scrap handling policy options for mechanical gestalts, Now it is more balanaced for what you get.
  • Nerfed nearly all Technocracy policy options as they did a little bit too much of everything.
  • Made it so that Migritory Flyers and Tunnelers cannot add the Aquatics Trait. Because we all know that would be busted as all hell.
  • Gave Sky treaders Origin a new building to play with, but removed the global Amenities buff from the origin itself. Attached that to the earlier mentioned building.
Added:
  • Made a policy for every organic gestalt civic currently present at the start of the game.
  • Made a situation to handle the 'Emergency Measures' Policy group. This situation is what controls the buffs and debuffs an empire recieves for enacting it.
  • Made some new events and linked them to the Situation mentioned above. I plan to make more of these as time goes on.
  • Added a new set of Unique buildings for Capital worlds so you now got an actual location for your throne or parliment!
  • Added a new civic 'Ancestor Worship', This can be picked by any spiritualist empire. Do note they hate any form of reanimation, with a passion.

Update: May 14, 2022 @ 6:40am

V1.0.15
Bugfix:
  • Made some under the hood adjustments for the random name generator for empires.
  • Fixed a bug where machine empires spawned with the origin 'Children of the Darkenss'.
  • Stopped the AI from trying to jump from specific Policies at random. Even when it was on cooldown.
Changes:
  • Updated for all of 3.4
  • Made the origins far more rare to spawn, thus not littering the galaxy with flying people.
  • Increased the chance of an empire spawning with the 'Ancient Remnats' civic, now they should spawn somewhat more frequantly.
  • Swapped the influence production of +1 from the modifier 'Greater Renaissance' with a influence boost of 50%.
  • Swapped most other influence production effects with influence cost reduction. (Religious Policy Category)
  • Changed the exalted priesthood policy category option 'Secret Police' to not produce unity but reduce the leader untiy purchase cost by 10%.
  • Changed the shared burden policy category option 'Focus: Knowledge' to not produce unity but reduce the leader untiy purchase cost by 10%.
Balance:
  • Removed the food upkeep from 'Combat Drills' Edict but increased (10 -> 15) the alloy upkeep.
  • Removed all Planet wide migration bonusses and increased other respective effect to compensate.
  • Made all of my edicts subject to scaling cost with the exact scaling as the base game.

Update: Apr 16, 2022 @ 7:11am

V1.0.14
Bugfix:
  • Learned how to manipulate the AI more, as a result i allowed the AI to prioritize the Excavating of planets more rather then forgetting about it after a few traditions or so.
  • Worked on the AI for the Mobile Construction civic. In other words the AI should have slightly more brain cell with its general use.
  • Fixed a bug were the happiness for the Ruler education policy was swapped.
  • Solved a handfull of error messages related to missing locals which while not required, just clutter up the error.log.
Changes:
  • Removed the unity for miners buff from the underground city complex deposit for the "Children of the Darkness" origin but added a new job that makes houses instant.
  • Made a new icon for the Tunnelers Trait
  • Tinkered with a lot of the edicts/campaigns as they just did not always function as intended.
  • Changed some of the spawning weights of the custom civics. Some will appear more often and others will be shown less now.
Balance:
  • Increased the mineral costs of Excavating planets, With the initial digs being raised to 500 minerals a piece and combining to 1000 minerals.
  • Improved the planet pop upkeep reduction for the 'Civilian Rationing' Edict from 10% to 25% making it more attractive.
Added:
  • Added a new Policy Category, related to Import and Export.
  • Added a new job related to the new Import and Export policy.

Update: Mar 7, 2022 @ 7:45am

V1.0.13
Bugfix:
  • Went around to check for empty description and found about 6, which is a bit of an oopsie as they were added in V1.0.8.
  • Increased the AI weight of the decisions from the origin "Children of the Darkness" as the Libra update messes with Decision priorities it seems. (Might need more work later)
Changes:
  • Changed a bunch of Influence rewards from the "Planetary Quota" event chain to now give unity rather then influence.
  • Changed the manner in which the planetary Quota's cooldown functions.
  • Swapped the 50 Unity cost for excavating the planet with the Children of the Darkness to 250 Minerals.
Balance:
  • Removed the habitability penalty from the "Children of the Darkness" origin itself and attached it to a trait which has been given to the starting species.
  • Removed the miners mineral bonus for the "Underground City Complex" deposit, but added a sizable mineral gain bonus to the tunnelers trait
  • Halfed the unity policy bonus from pleasure seekers policy from 10% to 5%.
  • Reduced the research bonus in from the pleasure seekers policy open minded from 25% to 10%.
  • Removed the Outer Focus reanimators encryption bonus. Though i do not know how other empires learned how to interigate a zombie.
  • halfed the unity gained from the Anglers policy group option Culture.
  • Removed the +25% Amenities from the Benevolant Gesture Decision.
  • Reduced the Amenities gain bonus (20% -> 10%) from the Grand Sports Game Decision.
  • Removed the Amenites bonus entirely from the Trail by Fire Decision.
  • Removed the Trade value bonus entirely from the Decision Generation of Peace.
  • Removed the Trade value bonus entirely from the Decision Rite of Heavens.
Added:
  • Finished the second line for the Egalitarian Planetary Quota decision chain, Thereby finishing the entire event chain for now.
  • Added a policy group for all Megacorp civics! As with good profit player happiness is always increased!
  • Added a new Origin "Sky Treaders" with a new trait allong-side it. Of which the trait is accessable to any and all empires but the ones with the origin have a far easier time managing those pops.

Update: Feb 26, 2022 @ 4:04am

V1.0.12
Bugfix:
  • Fixed a few game generated errors as a means of keeping the error.log as clear as can be for both me and users.
  • Added a few localizations for modifiers to try and keep the error messages down.
  • Fixed the AI not spawning correctly with the Ancient Remnants civic and screwing itself up the bum in about a year or so.
Changes:
  • Swapped the Election influence discount in Cuttrhoat Politics option 'Soft power' for Unity Leader upkeep -10%.
  • Swapped the Election influence discount in Parliamentary Sytem option 'Party leaders Only' for Untiy Leader Upkeep -10%
  • Swapped the Edict cap for the Custom civic "Advanced Administration" out for Edict Unity upkeep -10%
  • Removed all icons in front of policies as a means of keeping it more in line with the base game and other mods.
  • Allowed Fanatic Egalitarians to pick Tax policy flat so long as they do not have the civic shared burden.
  • Slightly increased the chance of AI empires spawning with the 'Children of the Darkness' origin as it was about 1 in 30 before.
  • Changed all current Edicts to cost Unity rather then Influence as per the standard of the current game.
  • Changed all decisions to ask for unity rather then Influence as to fit the base game.
Balance:
  • Added a small unity cost (50 unity) to 'Excavate the planet' decision for the 'Children of the darkness' Origin empires.
  • Added a mineral cost (1000 minerals) to the 'Improve the underground' decision for the 'Children of the darkness' Origin empires.
  • Added a -5% country energy credit maintaince cost to Full Mobilisation for the Military Stance policy.
  • Removed the cost for removing the Edict "Tightend Administration", Also added a small unity upkeep.
  • Changed the Edict "Grand Banquette" to an upkeep based edict/campaign rather then an upfront one. Reduced the total costs as compensation.
  • Changed the Edict "Generous Nobility" to an upkeep based edict/campaign rather then an upfront one. Due to the lenght of 10 years i slightly increased the total resource cost.
  • Added a small unity upkeep to the Edicts, "Greener Pastures" & "Propaganda Campaign".
  • Changed the balance for the 'Inherited at birth' option for the policy "Aristrocratic Elite" to be more in line the theme of the rest of the group.
  • Added 2 modifiers to the Tax policy, the first reducing all commercial pact upkeep by 50% and the second increasing trade attraction by 25%.
  • Added some minor Amenities bonus for flat and scaled tax policies ment to make the early game less punishing for taxing people.
  • Allowed Players with the Prosporous Unification Origin to pick the "Ancient Remants" civic
  • Disabled the ability for empires with 'Children of the darkness' or 'Ocean Paradise' to pick the civic 'Ancient Remnants'
Added:
  • Spend some time to add some opinion modifiers to empires based on there diffrences in policies.
  • Added some opinion modifiers for empires who share the origin 'Children of the Darkenss' or the civics "Ancient Remnants".
  • Made a file to contain all the opinion modifier messages to keep those in a seperate file rather then having them in the components file.
  • Update for 3.3 Libra Update!

Update: Jan 20, 2022 @ 5:26am

V1.0.11
Bugfix:
  • Discovered that some empires using just custom civics will confuse the game when it comes to AI empire name generation. Made a solution by learning how those names are made. Designed a check to prevent this from happening again.
  • Fixed the fact that AI's did not understand how to use the 'Children of the Darkness' decisions. Making them less blind from cave exposure.
  • Fixed a reported bug related to the planetary Decision "Competition of the minds" which did not apply any of the science. So i altered the buff as recommened by the person who reported the bug.
Changes:
  • Made some minor changes to the description for 'Ancient Remnants' as a means of making it easier on the eyes.
  • Increased the likelyhood of an ai empire spawning with the origin 'Children of the Darkness' considerably as it only had less then 1% chance of spawning before.
  • Gave a small nerf to the machine hive recycling policy, as one option was clearly better then the others.
  • Allowed Organic hive minds to take and spawn with the 'Children of the Darkness' Origin. As a burrowing hive truely if a wonderous idea.
  • Buffed the planetary decision "Rite of the Heavens" with an additional +5% Pop Growth.
Added:
  • Figured out how to add unique naming sequences to empires with certian conditions, To that end Empires with the "Children of the Darkness" now have a chance of recieving unique names.
  • Added 2 new Policy categories related to Taxation, This is designed similairly to the way how the education system functions.
  • Added 2 new AI personalities for AI empires with the "Children of the Darkness" Origin, The first being a friendlyish tunneler wishing to expand. The second desiring mass control over all grounds available to them.
  • Added a new Tradition called "Community" accesable to any non-gestalt empires. (Focuses on interal government and diplomacy)
  • Added a new Tradition called "Lordship" accesable to any non-gestalt empires.(Focuses on subject and other vassel forms)

Update: Jan 3, 2022 @ 4:35am

V1.0.10
Bugfix:
  • Allowed gestalt empires that managed to capture the Ancient Remnant spawned deposit to also be worked by drones.
  • Fixed some modifiers not showing the correct lines.
  • Swapped a none functional modifier out with a functional one in the "Ancient Remnant" Civic policy group.
  • Made some icons which are unlikely to show to the player but kept giving me error messages for not having any so i made them anyway.
  • Fixed some typos in the flavour texts of the ancient remnants government types.
  • Fixed a description of a civic specific policy category not showing in-game
Changes:
  • Limeted the amount of jobs any empire that does not have the "Ancient Remnant" civic can have for there specific dig-site.
  • Took a second look at the last options for the weapons law, rebalance the leader aspect of it to reflect the fact getting shot is a lot more likely.
  • Scrapped the planetary Conscripts event chain for the time being and edited it to allow players to conscript once every 15 years.
  • Added an enact time for the planetary decision 'Planetary Conscription' which is 60 days to reflect the recruiting and training of the conscripts.
  • Added a small influence cost to the planetary conscription decision due to the previously mentioned changes.
Added:
  • Made a new civic "Workers Ethic" which is allowed for any normal empires that do not have the 'Pleasure Seekers' Civic. (Including a Megacorp version)
  • Made a new civic "Proper Education" which is allowed by most normal empires but limits the education funding you can choose.
  • Gave the AI proper access to the policies form my custom civics.
  • Designed a new Origin named "Children of the Darkness", which is a subterraniun origin which allows for the excavation of planets.
  • Added a new policy option for empires with the "Slaver Guilds" Civic, allowing for better care of your slaves as a matter of improving the rulers prestige.
  • Added a bunch of icons in front of the policies to identify its origin for the player.