Stellaris

Stellaris

AlphaMod 3.1
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Update: Nov 4, 2021 @ 4:44am

  • Fixed Matter Decompressor requirements so Master Builders perk is also valid.
  • Restored Jump Start origin.
  • Added new origin: Infinite Diversity.

Update: Nov 2, 2021 @ 3:43am

  • Early megastructure stages unlocked are now correctly shown in the relevant tech summary.
  • Super-stations unlocked are now correctly shown in the relevant tech summary.
  • Hives with the Work Collective civic can now have Wild Nests on all planetoids, except Habitats.

Update: Nov 1, 2021 @ 3:55pm

  • Updated out-of-date social_classes over-ride. This should resolve a bunch of issues with new plantoid traits.
  • Also took the opportunity to revise Shadow Council so the wealth output from rulers now works...
  • ...and revised Science is Sorcery! so it's researchers and head-researchers that do add crime, and not facilities that increase the chance of criminal events. Pops in these jobs will also be a lot unhappier.

Update: Oct 31, 2021 @ 11:49am

  • Added new origin: Isolated. Start in a cluster isolated from the galaxy, but with starbases that immediately create hyperlanes to every neighbouring system when built.
  • Nerfed housing and number of ruler and enforcer jobs provided by non-gestalt capitals.
  • Buffed flat Amenities provision of non-gestalt capitals.
  • Refactored Bio-vault deposits for hostile origins, to account for lithoids.
  • Hives now get their usual city district on hostile habitables.

Update: Oct 28, 2021 @ 4:28am

  • Review and optimisation of pop flag and modifier events, so I can smirk even more whenever Alfray complains about them.
  • Overhaul and refinement of empath field variable propogation and system flipping.
  • Empath Enclave starbase building now has an Influence cost.
  • Peace Missions on Foreign Offices can now flip neighbouring foreign outposts, but it takes a lot longer than from a neighbouring domestic empath colony.
  • Opinion drop when flipping a system is now more reliable.
  • Cleaned out a few more stubborn bstrds from error.log.

Update: Oct 21, 2021 @ 8:26am

  • Refactored super-structures from the supplement Sparsity, and brought them into the core mod.
  • Brought the marketing policies from Sparsity into the core mod.
  • Increased some of the restrictions on vanilla origins so there's a better spread of them with randonly generated AI opponents. Yes, some of your weirder creations may no longer be valid.
  • Added new origin and associated bespoke content for Xenophile/Pacifists: War Enders.

Update: Oct 13, 2021 @ 10:35am

  • Fixed broken Stepping Stone origin.
  • Stepping Stone second colony now starts with a couple more pops.
  • Nerfed corporate homeworld start with too many districts.

Update: Oct 9, 2021 @ 4:10am

Added new origin, Drums of War.

Update: Oct 8, 2021 @ 7:39am

  • Another go at making game-rule over-rides more explicit to see if hard-code will actually respect the new rules on when and where foreign offices can and can't be opened.
  • Added a button to the Foreign Offices tab that allows you to force a branch office closed that isn't yours, on planets that you should have exclusive rights to having foreign offices on.
  • Nerfs to some of the new branch office buildings, especially those that increase office value. With so many extra slots, energy income from foreign offices can get very silly very quickly.
  • Added Electric Sheep origin to the core mod.

Update: Oct 1, 2021 @ 4:08am

Back-end update for new supplement: The Authority.