Stellaris

Stellaris

Ruler Level System - Classic
Showing 31-40 of 161 entries
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Update: Oct 24, 2019 @ 10:55pm

*Updated to 2.5.

Update: Oct 9, 2019 @ 11:56pm

*Updated to 2.4.

Update: Sep 14, 2019 @ 6:02am

*Add 1 Ruler campaign that will be useful for wide empires.

*Balance pass.

*Made few Ruler Campaigns cost 2 to active.

*Some Hive mind and Machine focus tweaks so they are worth of use.

Update: Aug 29, 2019 @ 4:55am

*Ruler Skill Bar now won't go higher than Ruler's skill levels.

*Made all Rulers' Skill Bar start at 1, even fallen empires.

*Made Robot Robust campaign available for Spiritualist as long as Robot worker is allowed.

*Philosopher King civic now made your ascend Ruler skill bar starts at 5, along with 3 campaign points.

Update: Aug 16, 2019 @ 1:39am

*Remove extra campaign point for having high level Ruler when they have new hobby. Was insane that having bunch of campaigns activated at the same time, which was somewhat overpowered for Players.

Update: Jul 31, 2019 @ 11:07pm

*Nerf Talent Seeker and Divine Descend effects to 5 new leaders only, and prevent AI using it, as it was caused mid-game unplayable

Update: Jul 28, 2019 @ 4:11am

*Make it so favor hobbies will work properly.

Update: Jul 28, 2019 @ 3:30am

Initial Upload

Update: Jul 27, 2019 @ 9:08pm

*Fix that so Ruler can gain other Hobbies when favored and didn't focus any categories.

Update: Jul 24, 2019 @ 2:56am

*Add 2 focuses for Hive Mind Empires, 3 focuses for Machine Empires.

*Typo