Stellaris

Stellaris

[4.0] Empires Expanded
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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

Update: May 7, 2024 @ 9:09am

v1.6.6:
# 3.12 COMPATIBILITY #
- Updated ascension_perks overwrites for 3.12 compatibility
> Engineered Evolution
> Organo-Machine Interfacing
- Updated traditions overwrites for 3.12 compatibility
> Cybernetics
> Genetics
- Updated artifact_actions overwrites
> Sell to Collector
> Arcane Deciphering
- Updated game_rules overwrites
> can_fill_ruler_job
> can_release_vassal_from_species
- Updated policies overwrites for 3.12 compatibility
> orbital_bombardment
> economic_policy
> trade_policy
> artificial_intelligence_policy
> robot_pop_policy
- Updated pop_faction_types overwrites (and new factions) for 3.12 compatibility
> imperialist
> traditionalist
> mediator
- Updated species_rights overwrites for 3.12 compatibility
> (citizenship_types) citizenship_assimilation
> (living_standards) living_standard_ego_assimilation
- Updated starbase_buildings overwrites
> fleet_academy
- Updated technology overwrites
> tech_robotic_workers
> tech_droid_workers
> tech_synthetic_workers
- Updated events overwrites
> action.64 (Assimilate Pops on Yearly Pulse)
- Updated new traits for 3.12 compatibility
> trait_empathic
> trait_insensitive
> trait_rootless
> trait_rooted
> trait_proprietorial
> trait_territorial
> trait_cowardly
> trait_craven

# CHANGES #
- Adopting the Cybernetics tradition with the Rudimentary Cybernetics civic while The Machine Age is active will also trigger the newly-added cyberisation situation (if The Machine Age is not enabled, the previous effects will occur)
- Finishing the Cybernetics tradition with the Rudimentary Cybernetics civic while The Machine Age is active will require the completion of the new cyberisation situation from The Machine Age (otherwise, it will complete as usual)
- Removed tech_society_1 and tech_society_2 from overwrites (these were previously removed from the basegame)
- All technoogies previously requiring tech_society_1 and tech_society_2 no longer do so
- Machinarchy civic cannot be selected by empires of individualistic machines
- Plagued Society origin cannot be selected by empires of individualistic machines

Note: The Machine Cult / Cult of Engineers civics added by the mod will be getting a change soon, due to their similitarities with the new Cybernetic Creed origin

Update: Feb 27, 2024 @ 7:39am

Minor changes to localisation and mod compatibility