Stellaris

Stellaris

[4.1] Empires Expanded
Showing 1-10 of 118 entries
< 1  2  3 ... 12 >
Update: Sep 22 @ 2:56pm

Update: Aug 18 @ 5:34am

v1.6.9:
- Fixed the Crystalline Cache deposit not providing Rare Crystals
- Added localisation for mod_planet_pop_assemblers_produces_mult
- 100 Nanite Synthesizers will now produce 2 Nanites instead of 1
- Fixed Blade of the Community AP not giving Diplomatic Weight boost to delegates
- Fixed Blade of the Community AP not properly checking for Devouring Swarms
- Planet limit of buildings fixed to work properly
- Fixed missing description for Overlord Gene Labs holding
- Updated syntax used for the Matter Corrupter planet-killer weapon
- Removed deprecated content from country_types
- Fixed checks for Pops using num_pops instead of pop_amount
- Fixed the Camaraderie agenda not providing any modifier
- Added the Machine Overseer economic category
- Fixed various parts of the mod not adding the boost to production from robotic Pops as intended
- Reconnaissance Fields component now can be used on starbases properly
- Peacekeeper federation now sets subjects allowed to join by default
- Added check to Syncretic Proles in the overwritten can_fill_ruler_job game rule
- Removed mentions of Blight Civics
- Increased Trade from jobs from the Patrol Agency councilor position
- Changed has_job checks to use the new has_job_type
- Streamlining Sector starbase building now adds 4 sensor range instead of 2
- Removed potential_crossbreeding_chance, as it is deprecated
- Removed allowed_peace_offers section of wargoals, as these are no longer used
- Added missing cyborg_pop_bonus_workforce_mult modifier to the Cybernetics finisher overwrite
- Updated event purge effects when The Master AI conquers your capital to work with new syntax
- Removed checks for is_regular_empire in buildings
- Genetic Manipulators now triggers the Biogenesis situation at game start if Biogenesis is installed
- Updated localisation of non-english languages, as they were missing some minor bits of text

Update: Jun 23 @ 5:55am

v1.6.8.3:

= Fixes =
- Updated all add_trait effects to use the new syntax
- Fixed Machinarchy not spawning in its unique ruler
- Fixed Expansion Protocols/Constant Growth Policies not providing the additional starting systems
- Fixed Sovereign Nations not spawning its unique blockers
- Fixed incorrect values in the concept tooltip for:
* Planetary Databanks
* Bio-Matter Research Sector
* Core Processor Complex
* Repurposed Grand Mainframe
* Crux of Infinity
* Entertainment Facilities
* Planetary Goods Outlet
* Material Distributor Chain
* Nanomachine Forge
* Nanomachine Nexus
* Colonial Council Hall
* Planetary Council Hall
- Added missing modifiers to the concept tooltip for:
* Planetary Goods Outlet
* Material Distributor Chain
* Nanomachine Forge
* Nanomachine Nexus
- Entertainment Facilities now produce 10 Unity instead of 2
- Fixed localisation for the decisions related to the Gaseous Fracking Methods civic
- Fixed incorrect number of jobs in the effects section of:
* Gaseous Fracking Methods
* Volatile Farming Techniques
* Crystalline Energy Grid
- Fixed some random empire names when using the Mechanical Monocracy government type
- Fortification Level policy's Irrelevance level no longer has a penalty, instead giving a small increase in Unity/happiness for gestalts/individualists
- Dwindling Arcologies now starts you with a Planetary Administration instead of a Reassembled Ship Shelter
- Added the Nexus zone slot to Biomechanical Research Districts
- Updated the event for the reward from Arcane Deciphering when you have the Antique Purveyors/Appropriators civic
- Using a Peacekeeping/Mediation wargoal on a genocidal empire will now remove their genocidal civic no matter which option is selected upon victory
- Integrated Foundries now has Maintenance Drones produce Alloys instead of unemployed Drones
- Integrated Foundries now has 0.5 Alloys per 100 Drones (previously 1 per 100)
- Added a decision to the capital of Sovereign Nations/Splintered Hives empires to create the blockers as if starting a new game; this was added to allow existing saves started before this patch to interact with the blockers

Update: May 11 @ 7:42am

Small hotfix.

Update: May 9 @ 7:31am

v1.6.8.1:
- Removed Rooted and Rootless traits from mod (as Stellaris now has these traits in vanilla)
- Fixed individualistic machine empires being able to select Servitude for their AI policy
- Biomatter Research Plants now have a planet cap of 2, have buffed modifiers and create Researcher jobs instead of producing static amounts of research

Update: May 5 @ 2:50am

Patch for Stellaris 4.0

Update: Jan 29 @ 9:47am

Minor fixes to localisation and trade policies

Update: Jan 28 @ 2:12am

== CHANGELOG ==

= BUGFIXES =
Fixed Technocorp [Trade League] not providing any Energy Credits
Removed events from on_actions that no longer existed
Removed decisions that were no longer available
Fixed the Planetary Reprocessing decision calling the wrong event
[Rudimentary Cybernetics] Updated the finisher effect for the Cybernetics tradition tree

= BALANCING =
[Seekers of Knowledge/Data Accretion/Research Driven] Dangerous techs do not provide additional Unity [they still give Unity for being tier 3 or above, or being rare]
[Seekers of Knowledge/Data Accretion/Research Driven] Reduced Unity given by researching rare, tier 4 and tier 5 techs
[Fortification Protocols] Irrelevance policy option for National Defense Level now reduces Unity from jobs by -5% instead of -10%

= COMPATIBILITY =
Added @has_emex_mod = 1 to scripted_variables
Updated traditionalist faction overwrite

Update: Oct 29, 2024 @ 5:39pm

Minor localisation changes

Update: Sep 10, 2024 @ 9:07am

v1.6.7:
- Updated all instances of has_authority = auth_hive_mind to is_hive_empire scripted trigger
- Updated all instances of has_authority = auth_corporate to is_megacorp scripted trigger
- Updated all instances of has_authority = auth_machine_intelligence to is_machine_empire scripted trigger
- Updated all instances of has_authority = auth_oligarchic to is_oligarchic_authority scripted trigger
- Added restriction to some buildings preventing their construction on penal colonies
- Updated miners, farmers and technicians economic_categories
- Updated can_fill_ruler_job and can_release_vassal_from_species game_rules
- Relics now use the @activation_cost variable to set unity cost of activation
- Temporarily removed Seeded Evolution and Plague-Ridden origins; existing games with them will continue to work
NOTE: This is due to both origins getting complete overhauls in the EMEX 2.0 update due to their lackluster content
- Research Districts on Core Processor Worlds now give 4 Researcher jobs instead of 2
- Machinarchy can no longer be picked alongside Under One Rule
- Core Processor worlds can now not be colonised by non-machines at all
- Added species_can_live_on_planet game_rule to overwrites
- Born of Knowledge origin now sets Core Processor habitability to 100% for empire species
- Bio-Mechanical worlds now have a base habitability floor (minimum) of 75%
- Updated Environmental Symbiosis/Caretakers to include the new Planetary Diversity gaia worlds (pd_is_planet_class_gaia)
- Rooted species trait now costs -1 trait points instead of -2
- Fixed issue where event to build the Masters of Architecture deposit would fire after every government reform while the civic was active