Stellaris

Stellaris

New origins [For Stellaris 3.9.3]
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Opdatering: 22. mar. 2022 kl. 17:21

Version 1.1.2

Opdatering: 22. mar. 2022 kl. 7:49

Version 1.1.1

Typo fix

Opdatering: 22. mar. 2022 kl. 1:56

Version 1.1

This update is introducing a new origin: the caste system. The species that have adopted it have 3 castes: lower class, middle class and rulers class. Each of them have the utility in the society.


- Removed the impossibility to purge slave enslavers' species
- Removed script for mecanist that created pops on planets at start (error in it that prevented it to work, however it is not needed)
- Corrected the script for spacers (advanced start - colonies not the capital)
- Slave pops of Enslavers start as indentured
- Corrections of scripts errors (I have corrected errors showing in errors.log file)

Introduction to the new origin: Caste system
=> Ethics allowed: Xenophobe or authoritarian
=> General modificators: research - 10% / stability +10%

- This species starts with 2 more species. The citizenship statut of each one is not hardcoded like for enslavers. Here, the species gameplay is about jobs. They start (at day 1 - see below) with these citizenship:

  • ruler class: full citizenship
  • middle class: limited citizenship
  • lower class: slavery
Bonuses:
  • The middle class species has a bonus of 10% for specialist production while its get a growth dev malus of 10%
  • The lower class species has a bonus of 5% for worker production and get a growth bonus of 20%
  • The ruler class has a bonus of 5% for ruler production and get a 50% malus for pop growth
Rules about jobs:
  • The ruler class won't get workers' jobs. The lower and middle class won’t get rulers' jobs.
  • The lower class can get several specialist jobs. Jobs like manager, researcher, priest, enforcer, duelist, culture_worker, roboticist or in healthcare can't be occupied by them.
  • The ruler class won't get several specialist jobs. To summarize, they cannot occupy jobs of production and enforcers.
Warning:
  • due to bug of Stellaris in the "set_citizenship_type", there is a script that will change it on day 1 of your game. This means that it will disturb the jobs of your pops.
  • for same reasons, rulers get a trait "ruler class" on day 1
  • middle and lower class have been excluded from colonization

New script for colonization

More complexity on the colonization script.
  • With colonization fever, it works as before. Enslavers get 1 slave pop and 1 main pop, spacers get 1 robot and 1 main pop.
  • For caste system, the script works differently. At the colonization starts, the colony will get one middle class pop and one lower class pop. Later they will get one rule class pop (see below for explanation of the when)
  • Without colonization fever, Enslavers will starts with main pop. Later, a slave pop will appear. For caste system, pop starts with a lower class pop, and later a middle class pop will appaear. After that, later a ruler will appear.
  • How the "later" is handled ? The script will check every 30 days if the criterias are met. If you have got enought pop, then one pop will be killed and replaced by the one that is needed to get the final result as intented.




Opdatering: 16. mar. 2022 kl. 17:56

Version 1.0

Fix for clone vats
Fix for tech given to Clone species

Opdatering: 16. mar. 2022 kl. 6:40

Version 0.1

Minor correction that was affecting colonies when using advanced start (no slave facility created) and when colonizing a planet (slave facility created and that should not happen)

Opdatering: 15. mar. 2022 kl. 19:48

This update is focused mainly on Enslavers origin. As a side effect, there is few changes that affects Spacers.

General changes

Enslavers slave species
They get also the slave colony tech (not sure to let this change)
Slave species has got an happiness bonus +15%
Slaves immigration malus has been removed

Slave facility
Enslavers get back the production bonus
Planet resettlement unemployed malus has been reduced to 30 % (for all))

Ethics adjustement has been abandonned (it was not working - impacting clone species)

Scripts

Updated the starting script for advanced empires

  • Every colony get robots (spacers) or slave pops (enslavers)
  • Every colony get robot assembly plant (spacers), slave processing facility (enslavers) or clone vats (clone species)

Added a script that, when you get tradition expansion colonization fever, makes your planet pop get 1 pop of:
  • For mechanist / spacer origin : robot
  • For enslavers origin : 1 of your slave pop
Nota: you will always get 2 pops and not 1 more pop than usual. The script remove 1 pop and replace it by a slave / robot pop. This will work ONLY if the colonial ship is from your main species.

Opdatering: 13. mar. 2022 kl. 20:49

Enslavers
- added: slave pop has a growth bonus of 33%

Opdatering: 13. mar. 2022 kl. 20:43

Enslavers
- added : slave facility don’t get a production bonus - political power of slaves is reduced by 50% (instead of 25% for other origins)

Opdatering: 13. mar. 2022 kl. 20:26

Enslavers
- slave population raised to 16 pops of their own species
- added bonus : slaves produces +15% resources
- added bonus : part of country enslaved is up to 60%
- added molus : pop growth speed -25%

Clone species

- xenophobe ethics give a bonus of stability instead of pop growth

Opdatering: 13. mar. 2022 kl. 18:44