Stellaris

Stellaris

Guilli's Planet Modifiers and Features
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Update: Dec 4, 2022 @ 1:09am

- Lowered science ship influence cost from the away teams policy
- Lowered unity bonus rewards from surveying (minor discoveries)

Update: Dec 3, 2022 @ 9:21am

Updated to version 3.6 of the game.
- Fixed relic icons
- Updated a planet pop assembly modifier
- Fixed two bugs with science ships and construction ship modifiers not working

Update: Nov 13, 2022 @ 12:06am

Updated:
* Added forgotten planet modifier icons for the new planetary decisions
* Tarraforming planets now switches more bad/negative planet modifiers with planetary decision matching good modifiers where it makes sense. Eg; a bleak planet modifier gets replaced by a lush modifier.
* Rewrote all the minor survey event reward options.
* Added several new options to minor survey events based on ethics and civics or species types
* Rebalanced and improved all the potential deposits that can spawn with survey events so they are more varied
* Fixed a bug with deposit spawning from my exploration events where it sometimes wouldn't spawn
* Fixed a bug with survey event deposit spawning where different empires exploring the same planet could sometimes stack deposits.
* Added a starting option to disable the spawning of the mini mega structures (Silo, mining station, ..)

Update: Nov 1, 2022 @ 2:21am

Patch 01-11-2022
Updated:

- Expanded the 'Scaling' game option. You can now chose to have planet modifiers scale based on: 'planet size', 'random', 'random+', or 'Off'. The random plus option increases the ceiling (maximum) bonuses that planet modifiers can give. This option is not balanced in anyway.
-Android Pleasure palace is a little more rare now
-Tweaked habitable world modifier generation calculations so they are better at randomly rolling the modifiers. With the goal of improving the randomness of modifiers seeded across the galaxy.
-Improved frozen and toxic terraforming candidate planet modifiers inter-compatibility with the mod
- Precursor modifiers will now only spawn on toxic worlds if you own the toxoid DLC. Toxic planets now require the detox AP to terraform.
- Ter clarification; I have to do this to maintain compatibility with the toxoids Detox AP/mechanic. Otherwise you kind of get something from the DLC for free sometimes which is not allowed!
-For both compatibility reasons and balance reasons the mod no longer overwrites precursor exploration events and thus no longer spawns additional precursor modifiers and terraforming candidates with each event. The homeworld found event as well as the homeworld spawning events are still modified.
- Fixed a bug where precursor digsites for the precursor energy grid modifier gave out rewards for precursor remnants modifiers. Oops!
-Improved the checks on minor relics for upgrading the mini "megastructure" buildings. It will now correctly allow you to upgrade it if you don’t own Ancient Relics DLC without needing minor relics.
- Added outliner icons for the mini megaststuctures
- Restored mini-megastructures will no longer show in the outliner
- Planets terraformed with the Life Seeder building will now properly get terraforming modifiers
- Archaeopolis Manufacturing districts will no longer produce Consumer Goods for hive minds.
- The Enigmatic Shield Relay aux component daily shield regen bonus reduced to 1% (from 5%)
- The Sol James Web Telescope object will no longer spawn if you start on earth with a non-human species.
- Added 7 extra options when discovering the android pleasure palace. One option for spiritualist, xenophiles, hiveminds, determined exterminators, assimilators and servitor empires. And one option if you have the pleasure seekers civic..
- Added an extra hot option to the Arachnophobia discovery event
- Improved performance on the AI spy policy checks
- Fixed bug where rubicator system planets modifiers didn't scale
- Added some additional planet modifier scaling checks on worlds that spawn later in the game such as planets in the precursor home systems.
- Fixed bug that allows you to queue up multiple arcane institute buildings. It should now be properly limited to 1 per planet.
- Added a new blocker: Sticky Webbing
- Added a new deposit: Empty Nest
- Added 4 new planet modifiers
- Added 14 new planetary decisions to interact with negative or bad planet modifiers

Update: Oct 8, 2022 @ 8:49am

Fixed bug with precursor research center not being buildable on precursor worlds

Update: Oct 8, 2022 @ 3:15am

Fixed army missing resource cost

Update: Oct 8, 2022 @ 3:08am

- The Archo Shield Generator decision to add a planetary shield can now be used on the Archaeopolis world
- Fixed a bug where you could get a generic "GPM_MESSAGE_RELIC_STOLEN" message instead of a proper message when an AI empire steals another AI empire's relic.
- Updated missing economic_categorty data
- Fixed localisation but with NAME_Yuhtaan
- Improved mod compatibility with ringworld modifier/decisions
- Overhauled minor relic productions and upkeep. In order to balance minor artifacts and make it more clear to players without extensive ui mods I've readjusted minor artifacts to a gain/cost system. Monthly production has been made very static from sources and no longer is affected by pop % output bonuses, and all upkeep costs have been removed.
The precursor research center can now only be build on planets with a precursor modifier or your capital

Update: Sep 20, 2022 @ 10:11am

- Added compatibility for 3.5
- Fixed some typos
- Fixes for the turret blocker
- Everything Minor Relics is now locked behind the Ancient Relics DLC.
Stuff that gives or costs minor relics is generally replaced with energy if you dont own the Ancient Relics DLC. The Archaeolopolis now requires the DLC to spawn. Precursor edicts now require the DLC. Will be added soon: outliner icons for the mini megastructures

Update: May 28, 2022 @ 2:56pm

Forgot to remove the temp files again. Filesize back to normal now

Update: May 28, 2022 @ 2:14pm

Patch 28-25-2022
· Gather Relic Intel espionage operation removed. It was becoming too complex to keep working
· Relic Casus Belli will now automatically unlock if you're neighbouring an empire that has relics and if you have enough intel
· Steal Relic espionage operation will only unlock if you have enough intel
· Steal Relic espionage operation is now blocked between subjects and overlords unless BOTH are real players.
· Relic Map mode will now hide how many relics an empire has unless you have sufficient intel
· Relic Map mode will now also display how many relics you have
· Added various number of improved notifications when relics trade hands (through, trade, theft, or war) if you have enough intel on empires gaining/losing relics

· You can now trade relics with other empires.
· Relics will only show up to trade you have enough intel or if you are in good relations with the other empire
· AI empires have relic likes and dislikes, depending on ethics and/or empire types they may be more or less willing to trade relics. Some AI empires like certain relics more than others.
· Subjects are more eager to trade their relics to their overlord
· Depending on AI empire ethics/type they may be more or less willing to declare war for relics. Some AI empires like certain relics more than others
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· Ancient Soul Prism Relic now has different bonuses if you're a machine empire
· Codex Administratum Relic now has different bonuses if you're a machine empire
· Special event machine species trait "hacked" has been renamed to "Enigmatic Virus" and made the tooltip clearer when you receive this trait during the event.
· Fixed it so you can now upgrade your unupgraded machine pops if they have the enigmatic virus trait.
· Fixed a bug where death world origin got additional blockers after one month making the homeworld even more unliveable