Stellaris

Stellaris

Mass Effect Civilizations - Asari
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Update: Jun 4 @ 11:17am

10.2.0 - 04 June 2025 - EMERGENCY HOTFIX OF DOOM
- Stellaris 4.0.15 is now the minimum required version!
- FIXED! Cycle of Eternity should no longer be borked after today's patch. Replaced all instances of add_trait_no_notify with add_trait = { show message = no }

Update: May 28 @ 10:14am

10.1.0 - 28 May 2025 - Minor content update & OCD check
- NEW! There's now a lesser Biotic trait (Biotic Augments) that costs only 1 trait point and can be added or removed once Gene Tailoring is researched. Mutually exclusive with Natural Biotics
- Made the Biotic traits' tooltips less of a mess
- FIXED! Added AI weights to Biotic Resources policies
- By default, most empires should start with the Development policy instead of Trade, to prevent the early-game shock of increased Consumer Goods upkeep
- Removed the empty "flags = {}" from prescripted empires because the error log is complaining about it on the newest patch
- Moved the Civilian Industry building that spawns on Lusia from the main zone to the Mixed Industry zone

Update: May 28 @ 6:47am

10.0.3 - 28 May 2025 - Fixed some side-effects of the species class switch
- FIXED! Random empires should no longer be able to pick the asari graphical culture
- FIXED! Script-spawned asari empires should always pick the correct graphical culture

Update: May 27 @ 12:52pm

10.0.2 - 27 May 2025 - Fixed leftover references to a nonexistent job
- FIXED! The regular version of the Nos Parnalo planet feature on Illium should no longer be attempting to provide jobs that were made obsolete by the unceasing march of progress. Pondering the implications of rendering researchers obsolete by said progress is beyond the scope of the company's fiduciary responsibility, and as such will not be addressed during the upcoming investor call.

Update: May 24 @ 4:24pm

10.0.1 - 25 May 2025 - Fixed sussy impostor system issues
- FIXED! When force-spawning both Thessia and Illium empires while playing as a different empire, duplicate homeworlds and inexplicable hyperlane connections trying to reach into the intergalactic void should no longer occur

Update: May 23 @ 9:56am

10.0.0 - 23 May 2025 - 4.0 Compatibility & Economic Overhaul & Mini Illium Rework
- The mod should be compatible with Stellaris 4.0.0. Earlier versions are absolutely incompatible. NEW GAME ABSOLUTELY REQUIRED!
- FIXED! Despite their sleek design, asari will no longer advertise their ships as biological
- FIXED! All instances of scripts and modifiers referring to "pops" have either been removed or rerouted to "pop groups"
- FIXED! Initialiser setup, deposits and story rewards have all been adapted and rebalanced for the new economic system
- NEW! Long overdue, but Asari now belong to the Humanoid species class. In Empire creation, they still show up under the "Asari" portrait group, but they are able to pick up Humanoid traits and get the correct opinion bonuses from other empires (yes, including Selective Kinship)
- WARNING! Because of that change, your saved Empire presets may no longer work. Please remake or edit them to make sure everything checks out
- NEW! The Amaranthine trait's mechanics and effects have been thoroughly reworked:
+ REMOVED! Amaranthine no longer assimilates alien pops
+ NEW! Instead, it now operates by dynamically controlling the two pop growth tracks: Base Growth (decreased with the number of Amaranthine pops on the planet) and Bonus Growth (increases with the number of non-Amaranthine, biological, saptient pops on the planet)
+ Amaranthine's lifespan modifier is now multiplicative rather than additive. It multiplies ALL additive lifespan values by x10, meaning that life-extension technologies, traditions, advanced traits, rewards, etc. now scale with the Amaranthine longevity. Consequently, leaders with this trait are once again able to get Resilient, Substance Abuser and similar
+ Amaranthine is no longer tied to the Asari portrait. It can be picked by anyone, but only at Empire Creation, costs 1 trait point, and cannot be removed.
+ Cycle of Eternity councilor traits have been adjusted to synergise with the main trait. While Matriarchs still produce Influence, Matrons now counteract the Base Growth penalties and Maidens boost Bonus Growth
- NEW! The Sophisticated Needs trait has been partially reworked:
+ It now adds +0.30 Base Amenities Usage to all pops, including Civilians
+ If Amenities on planet are negative, Sophisticated Needs increases pop Food and Consumer Goods upkeep by +1% per -100 Amenities
+ Sophisticated Needs now grants 3 trait points to compensate for the harsher penalties
- NEW! The Natural Biotics trait has been completedly reworked in all aspects:
+ The Biotics resource is now produced by pops directly, and the output can be viewed in planet pop overview
+ Empires with any income of Biotics now gain access to the Biotic Resources policy, which determines the method of conversion
+ Biotics can no longer be traded to other empires. Instead, stored Biotics are converted to other resources at the start of every turn (society, engineering, physics or trade) based on policy
+ Biotic pops gain certain benefits that scale with the amount of Biotics they produce, based on policy
+ Pops with Natural Biotics require increased Consumer Goods upkeep equal to 50% of their Biotics output
- NEW! Thessia's unique Planet Features have been adjusted:
+ Element Zero Deposits now produces Biotics and Trader jobs scaling with the number of active Migration Treaties
+ Thessia Planetary Network provides Amenities scaling with the number of researched technologies
- Thessian Statecraft, its Eternity Traditions and related features have received minor adjustments:
+ Thessian Statecraft makes spies more adept at Diplomacy operations
+ Ecclesia Trends now add flat 100 specialist jobs and no longer provide jobs scaling with planet population. However, unlocking the Focus now adds Job Efficiency (workforce) and reduces the upkeep of the associated job
- Ascendant Destiny is largely unchanged, except for some QoL:
+ Ascendant Destiny makes all espionage operations cheaper to initiate
+ Consolidated and Secured Destiny can now be tracked via an empire modifier
- NEW! Illium's unique Planet Features have been adjusted:
+ Nos Astra produces some Amenities and allows Entertainers to produce a small amount of Trade
+ Manjoros Plaza adds Housing, and provides additional Housing and Crime Reduction with each Project Architect blocker cleared
+ Azar Bilhos Industrial District directly produces Alloys and Consumer Goods, increasing with each City District constructed
+ Nos Edana Vertical Agricologies directly produces Food, increasing with each City District constructed
- NEW! After completing Project Architect, Illium's unique Ecumenoplois Features have been adjusted:
+ Nos Astra allows Entertainers to produce a small amount of Trade, increasing with each Planetary Ascension
+ Manjoros Plaza allows Executives and Merchants to reduce the Empire Size impact of pops living on Illium
+ Saefos Gardens directly produces Food, increasing with each active Branch Office
+ Nos Parnalo adds Enforcer Jobs, increasing with each District (any type) constructed
+ Sulsara Complex directly produces Energy and Minerals, increasing with each active Commercial Pact or Federation Ally
- NEW! Illium à la Mode, its Eternity Traditions and related features have all been reworked from scratch
+ Illium à la Mode reduces the difficulty of Manipulation operations
+ Illium à la Mode increases all penalties from Empire Size by 25%
+ Illium à la Mode introduces a new Abstract Resource (similar to Ascendancy's Destiny) called "Lingering Impression"
+ Lingering Impression increases each time a Favor with another empire is received by any means
+ Illium à la Mode grants a bulk Unity reward whenever a Favor is gained, increasing with Lingering Impression
- REMOVED! Illium's Eternity Traditions no longer unlock Leverage Policies. All associated effects have been removed as well.
- NEW! Illium's Eternity Traditions now revolve around Favors and Lingering Impression:
+ The Finisher produces a small amount of Influence, increasing with Lingering Impression
+ Profitable Protocols grants an Opinion boost whenever receiving a Favor from another empire
+ Profitable Protocols passively provides Trader jobs on the Capital, scaling with Lingering Impression
+ Quid Pro Quo has been renamed to Imperative Insurance to avoid confusion with the vanilla Diplomacy tradition of the same name
+ Imperative Insurance grants one guaranteed Favor every year from a random Subject, Defensive Pact or Federation Ally
+ Imperative Insurance passively increases the cost of hostile claims, increasing with Lingering Impression
+ Glamorously Galactic creates a number of pops whenever receiving a Favor from another empire. The pops' species will be of the Favor-giver's main species. Gestalts are excluded (obviously)
+ Glamorously Galactic passively increases Diplomatic Weight from Economy, increasing with Lingering Impression
- The old cheap placeholder city graphics have been replaced by new cheap placeholder city graphics. It's still just recoloured vanilla cities, but at least they're not as low-quality as the old placeholder. Actual city graphics are still planned to be added... someday
- ...probably like a million other changes I forgor to document

Update: Oct 30, 2024 @ 12:05pm

Update: Sep 13, 2024 @ 9:40am

9.0.4 - 13 Sep 2024 - Compatibility & Minor Fixes
- The mod should be compatible with Stellaris 3.13.0+
- FIXED! Asari home cluster nebulae should now properly interact with cloaking
- Upscaled and cleaned up flag graphics, both as icons and on-map logos
- FIXED! Added missing colony ship variant graphics
- FIXED! Orbital Ring's construction entity should display correctly
- FIXED! Various fixes and improvements to custom planet assets
- ...probably a bunch of other random things I forgor to document

Update: May 7, 2024 @ 12:53pm

9.0.3 - 07 May 2024 - Compatibility & Minor Fixes
- The mod should be compatible with Stellaris 3.12.0+
- FIXED! Species/Portrait setup have been adjusted to the new file structure
- FIXED! The Justicars Council Agenda should once again display its custom tooltips
- FIXED! Habitat-related errors should stop appearing in the error log (although we have no idea what they were about)

Update: May 7, 2024 @ 12:33pm