Stellaris

Stellaris

New origins [For Stellaris 3.9.3]
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Update: Oct 21, 2023 @ 7:25pm

###################| Fixes |###############################

─ Fix for robotics species that had 0% hability on machine planets
─ In my test I have discovered that the AI could build mining and research stations with Void Children (player could not). I have fixed this, and now the AI cannot waste resources on this.



###################| Balance and changes |###############################

#------------------| Habitats modifications |------------------#

Following the Caelum update, habitats had to be reworked.
- for toxic knights and void dwellers, no change regarding vanilla
- for Void Children, the general picture of 3 habitats type has been adapted:
* Capital habitat is the equivalent of Central Complex and can be placed on any planet / star with resources. The restriction of only one Capital habitat applies
* Colonial habitat is not equivalent to major habitat. It is more a central complex habitat with a lower size
* Outposts can only be built around moons
* Habitat can get from 3 to 5 different districts depending of the resources of the planet where it is placed around
* Capital habitat get energy, commercial and mining districts
- Colossus will entirely destroy outposts, however other habitats are strong enough to remain as ruins
- Ruined habitats can be repaired or converted in a central complex for other origins. Same applies for ruined central complex of other origins.
- Costs for the Void Children habitats are lower than vanilla ones but includes food and consumer goods.

#------------------| Caelum changes |------------------#

* Caelum introduced a new building (with exact same name of one I created) as 3rd stage of capital building. They also allowed to upgrade to a 4th stage (imperial). The 3rd stage building has been modified but the 4th stage upgrade was removed
* Void dwellers had to be tweaked a little
* Caelum removed 2 habitat districts type. I reintroduced them (commercial / cultural). You can get either commercial districts or cultural but not both
* I added a trigger to forbid to place an habitat around a black hole
* The changes needed me to tweak others mods I manage (advanced start / Colossus revisited)
* Complex habitats obey to the same rules that applies on Void Children district. This mean I had to tweak the vanilla script
* Caelum made limited several habitat districts. This was rolled back to non capped districts



###################| Code |###############################

─ Various typos corrected
─ Implemented changes from Caelum and the patch following

Update: Jul 9, 2023 @ 5:38pm

Version 1.7.1.2

Fix for habitability on machine world

Update: May 24, 2023 @ 10:37pm

Version 1.7.1.1

Minor correction for revolts script

Update: May 24, 2023 @ 6:09pm

Version 1.7.1

################### Fixes ###############################
─ Revolt script. Spawn of the liberty country was causing an error (civic and ethic opposed)
─ Fixed script for revolts
─ Fixed script for generating advanced empire for Oppressors

################### Balance and changes ###############################
─ Opened Habitat technology to toxic knight origin (Habitat 1 only)
─ Better placement for Gateway masters (Gateway origin)

################### Code ###############################
─ Removed any code line from events/game_start.txt
─ Removed any code line from common/scripted_effects/01_start_of_game_effects.txt
─ Removed events/myorigins_game_start_events.txt
─ Every origin that uses a script at the start has, now, a specific script

Update: May 22, 2023 @ 1:01pm

Version 1.7

################### Fixes ###############################
─ Fixed bug with caste system origin when using at same time Advanced start mod
─ Changed origins localisations

################### Balance and changes ###############################
─ Spacers cannot propose or cannot receive offers for migration pact
─ Less strong start for World City origin. The capital will produce 50% of resources from districts until the country reaches the technology Anti-Gravity Engineering.
─ Limitation of rulers' jobs for highest class (caste system)
─ Special traits for Spacers and enslavers origin are now dependant of the pop's owner. In other words, the bonuses apply with the specific origin and when owned by an other origin, bonus are replaced with penalties
─ Enslavers get a bonus of 20% for the production by slaves (instead of 15%)
─ Slaves (enslavers origin) get a +10% growth bonus (instead of 5)
─ Introduced a revolt mechanism. Only Oppressors and Enslavers can get revolts from it.

################### Code ###############################
─ Entirely rewritten oncolonized scripts
─ Entirely rewritten scripts to change citizenship of subspecies of enslavers (slave species) and caste system (castes) origins. Now, these country starts with correct citizenship for the species (before it was done at day 1). In short, the old file was suppressed and replaced by something totally different.
─ Changed name of united_stellar_system origin to city_world

################### New origins ###############################
-> Oppressors and Liberty. Any time you play liberty, an empire with Oppressor origin will be generated. When playing oppressors (you or AI), you get 33% chances that an empire with the origin liberty will spawn.

-=={ Oppressors }==-
This origin is really advanced technologically. But, the decadent society cannot handle new research. As a result, this origin suffers form a strong research penalty. Also, it suffers from increased cost regarding military ships. However, they can get more ships that others nations.

-=={ Liberated people }==-
This origin has stolen lot of technologies to a decadent empire. But the war they made has let their planet wounded and radioactive. The species starts with 2 colon ships.

Update: May 11, 2023 @ 5:33am

Correction

Update: May 11, 2023 @ 2:04am

Changes due to first gemini patch

Update: May 10, 2023 @ 2:05pm

Modifications for compatibility with gemini

Update: Mar 26, 2023 @ 9:38am

Version 1.6.5.2

Correction of a bracket

Update: Mar 25, 2023 @ 5:43am

Version 1.6.5.1

Correction for a perk that was displayed empty