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Q: With the nerf to Technocracy (half the unity, and reduced Science Director output), do you think it's okay to re-open the civic to regular-Materialist as well instead of being restricted to only fanatic-Materialist? Or is that too far? (Prior to 2.3, Technocracy was available to both normal-materialist and fanatic-materialist.)
"Forcibly invading a primitive world will now result in the death of all but 4 primitive pops. Invading planets was too lucrative, especially in the early game, and we hope that this change will incentivise slowly uplifting the pops instead."
Q: This is also an extreme nerf for the Necrophage origin, correct? The change happened before Necroids came out, but do you now consider this to be an appropriate nerf to the origin?
We've had some trouble updating the workshop page for 2.8. You'll have to use this new one for now, sorry!
spbm_deserted_desc:0 "This world was recently deserted by its inhabitats
*inhabitants
I'd personally like to take a second look at Branch Offices, but we're mixed on how to tweak them. If you have suggestions, fill out a feedback form or visit the Discord.
I encountered some ~3K homebase with an included 'Home Bastion' module, which looks this way: https://steamcommunity.com/sharedfiles/filedetails/?id=2266307925
Besides the obvious protection for singleplayer, this particular Home Bastion would be great balance addition for any multiplayer Stellaris. Is there a chance to get this small part as a standalone mod?
can get the fleet increase by a tech early and the +2 unit for soldiers is not worth it
maybe if the fleet cap was increased or maybe soldiers upkeep was less and gave ammeneties?
That would make it much easier to incorporate compatibility into mods.
Something as simple as
country_event = {
id = stefanflags.99
hide_window = yes
fire_only_once = yes
trigger = { NOT = { has_global_flag = stefans_balanced_installed } }
immediate = { set_global_flag = stefans_balanced_installed}
}
or something should do.
The other Voidborne issue (of having the pre-Federations effect) has also been resolved. Was a problem with the compatch.
On further habitats, you only get the +2 slot.
The number of district stay locked at 8 max, not 10.
Furthermore, just 1 thing that does not make any sense when it comes to balancing part... -10% productivity on Indentured... Yes I know that they can now work on alloys and cosmetic goods, but overally, if you are not playing Slaver guilds, its not really worth or at all, making it one of worse slavery types... And even if you are Slaver Guild empire, -10% nulifies the 10% bonus of it...
My suggestion would be lowering this decrease to maybe 5%, so there is defficiency to indentured workers (aside the already low stability and happiness penalites), since they are slaves after all, and without some encouragement (slaver guilds), they should tehnically produce less than average species :)
You can't prevent it, but it is good to know that AI won't take a system if it's away from more than 4 systems from one of their own.
I alread know what the originally released mod changed. I want to know how the new updated version differs from the previous version. Where can I see that at-a-glance?
I was able to restore the void dweller sol system start, 2 file must be modified to achieve that
- solar_system_initializers/federations_initializers.txt (let's call this file1)
- government/civics/00_origins.txt (let's call this file2)
On file1, at the end of the file there is "sol_system_void_dweller_system" descriptor (line 2544), you have to modify it so it is in line with the no research district capital habitat, on line 2615 change the deposit type to energy, and on line 2639 change to energy_habitat
On file2 you have to add sol_system_void_dweller_system on line 275 to enable sol system selection.
cheers