Stellaris

Stellaris

New origins [For Stellaris 3.9.3]
Viser 21-30 af 81 forekomster
< 1  2  3  4  5 ... 9 >
Opdatering: 20. nov. 2022 kl. 18:03

Version 1.6.2.5

Corrected an error introduced by mistake when testing the new origin I work on

The origin is already there, but hidden (code commented)
However, no need to try it, it is far from finished...

Opdatering: 20. nov. 2022 kl. 15:37

Version 1.6.2.4

Minor correction

Opdatering: 17. nov. 2022 kl. 15:32

Version 1.6.2.3

Correction of 2 bugs related to spacers:
- first one impacted the script when a planet was colonized
- second impacted the possibility to create robotic units (this was limited to specifics circumstances)

Opdatering: 3. okt. 2022 kl. 15:45

Version 1.6.2.2

Minor correction needed for compatibility with Reworked terraformation mod

Opdatering: 25. sep. 2022 kl. 14:14

Version 1.6.2.1

Correction of one file that was forgotten in the update

Opdatering: 22. sep. 2022 kl. 20:04

Version 1.6.2

Compatibility with Fornax version

Opdatering: 21. aug. 2022 kl. 22:39

Version 1.6.1.2

Fixes for void children:
- Fix for asteroids and ring world that,now, can get all capital buildings
- Fix to permits asteroids and ring world to get all buildings and building upgrades

Opdatering: 20. aug. 2022 kl. 10:31

Version 1.6.1.1

Correction for translation

Opdatering: 20. aug. 2022 kl. 1:26

Version 1.6.1

  • Asteroid get their name adapted to the resources on it (Laboratory, Power plant, Harbor, Station)
  • Minor fixes (lack of one wg icon)
  • Slave processing gives now an enslaver job (enslavers origin) or an overseer (others)
  • Reduced bonus for Void Children from +20% to +10% for mineral and alloys production
  • Added asteroid habitat preferences (3 traits) that could appear spontanely with subterranean species
  • Removed, for criminal syndicate, several things that were lowered crime (tech, leader trait)
  • Made arcology perk unavailable for void children
  • Void born perk now adds 2 building slots to asteroids
  • Void children can't build orbital rings

Opdatering: 15. aug. 2022 kl. 10:26

Version 1.6

New Origin : Megacorporation

Inspiration: The megacorporation authority has been introduced with the DLC of the same name. However, at this time, origins were not here. When origins were introduced, megacorporations did not get their origin. And that’s a mistake in my opinion.
This origin is like 3 in 1. You can play this origin in 3 different ways. I did not forbid to use megacorporation authority outside this origin, however the mod "New Origins Hide" does this.

Inspiration for the variants come from the Pax in Endymion (Dan Simmons) for the churches, Star Wars universe (Solo) for the criminal syndicates and the RPG Cyberpunk 2020 for the trade megacorporations.

Background: The countries with this origin rely on energy, the currency of the future. Their goal is to accumulate more and more energy. Energy can buy everything !

Effects:
  • The origin gives a 10% bonus of trade attractiveness and -10% for trade fees
  • A special building permit countries with this origin to stock massive amount of energy and replaces the standard resource silo.
  • This origin is limited to megacorporation authority
  • There are several special megacorporations. If one civic unlocks a specialty, it will lock other civics specialties

Specialties:
  • Trade megacorporation:
    • is trade corporation countries of megacorporation origin and that aren't criminal syndicate or church organization
    • adding a branch office on a planet improves the diplomatic relations. Pay attention that the upkeep for branch buildings have been increased for the trade megacorporations of this origin
    • bureaucratic installations are replaced by corpo offices. These buildings add managers and merchants jobs
    • capital buildings give 4% of pop as merchant job, major capital 5% and system capital 6%
  • Criminal syndicate:
    • is criminal syndicate countries with civics criminal heritage or criminal organization (new civic)
    • adding a branch office on a planet degrades the diplomatic relations
    • no law enforcement buildings and no enforcer job created by buildings
    • no possibility to create a penal colony
    • criminals give a trade bonus (+5)
    • capital buildings give 4% of pop and 2% of criminality as criminal job
    • 2 new buildings (whorehouse and casino) replace the amenities buildings of holo theater and hyper entertainment forum. These buildings increase criminality and part of criminal jobs
  • Church organization:
    • is church organization countries with an ethic spiritualist. It is advised to adopt civis gospel of the masses or death cult corporate
    • adding a branch office on a planet degrades the diplomatic relations
    • no trade buildings and no merchant can be created
    • shelter and capital buildings add 1 priest job, while major capital and system capital add 2 priests job. For death cult, the jobs added are mortal initiates.
    • capital buildings give 5% of pop as priest job, major capital 8% and system capital 10% (death priest for death cult)
    • major capital and system capital add 3% high priests job
    • jobs have been tweaked:
      • priest and death priest produce only 1 amenities but also 2 trade
      • managers produce 2 unity instead of 4 for non corpo countries and 4 trade instead of 2
      • high priest produce 2 less unity and 5 less amenities but 5 trade

Other changes

Fixes:
  • Static modifier for aquatic origin
  • Removed duplicate events files (no impact on the game)
  • Habitats with my mod reworked terraformation that were restricted to few planets
  • Several minor fixes in the code
  • Fixed Gaia habitability
  • Reworked script for mechanists / spacers / enslavers and castes origin - in my tests I have seen AI that sometimes did not get correct pops after colonizing a planet. So I changed the code to avoid that.

Changes:
  • Reduced the criminality generated by branch office building from criminal syndicates
  • Changes made to make the AI uses buildings:
    • Changes on storage silo. Now they give 1 technician job and a 5% bonus for production.
    • Changes for bureaucrats that give less unity and 2 amenities
    • Clone species cannot build clinics but clone vats give them 2 healthcare jobs (and origin matrix 4). The goal is similar as above, to make the AI build it, and here fast enough cause without it the species declines
    • Completed colony automation to take into consideration all things added in this mod. Same for sector focuses
    • Enslavers origin now get enslaver job that replaces politicians
    • Slaves species of enslavers starts as indentured

Other:
  • Used new comments syntax in the files - This has no effect on the game but will make easier my life