Stellaris

Stellaris

AlphaMod 3.1
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Update: Sep 27, 2021 @ 6:23am

  • Reviewed and revised most of the mod's new civics to reduce their modifying of vanilla jobs and to increase the interactions with content and features added by the mod.
  • Removed vanilla job over-rides. I may have missed a few places where the mod still claims to make changes to them, and now doesn't, so drop by discord to let me know when you find such a case.
  • Made some 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.
  • Basic Quarters and Atmo Generators can now be built on Tomb Worlds.

Update: Sep 24, 2021 @ 7:38am

  • Improved Corporate Arcology Districts to be a more suitable replacement for Industrial Districts.
  • Several foreign operations buildings now increase the number of foreign operation slots available.

Update: Sep 22, 2021 @ 9:44am

  • Folded the supplement Hostile Origins into the core mod.
  • Revised a number of the mod's civics to be less reliant on modding vanilla assets, and more focused on integrating with and impacting the additional content in the mod.
  • Nuclear Technician jobs now have an upkeep of 1 Actinides.
  • Industrial Districts are now allowed on hostile habitable planetoids.

Update: Sep 18, 2021 @ 5:29am

Maintenance

Update: Sep 16, 2021 @ 2:48pm

  • Fallen Empires with subjects can no longer open foreign offices on their subjects colonies.
  • Capital buildings unlock more foreign operation slots.

Update: Sep 15, 2021 @ 3:57am

Shattered Ring district fixes.

Update: Sep 14, 2021 @ 8:05am

  • Lots of vanilla file over-rides temporarily removed.
  • Farming, Industrial, Generator and Mining districts no longer unlock a building slot.
  • City districts unlock two building slots.
  • Community districts unlock one building slot.
  • Transport Hub building now unlocks two building slots.