Stellaris

Stellaris

Enhanced Trade Districts and Designations
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Uppdatering: 15 jun, 2023 @ 11:24

7.0.1 Make code more flexible, where possible, with primitive country types

Uppdatering: 9 maj, 2023 @ 14:59

7.0.0 Update for Stellaris version 3.8 "Gemini"

  • Integrate underlying game changes
  • Add an override of the new "Trade Capital" colony designation - add all the related bonuses from the enhanced trade designations
  • Account for the new "Trade Capital" colony designation in enhanced trade districts

Uppdatering: 27 apr, 2023 @ 22:32

6.0.2 Improve built-in support for Planetary Diversity (support warform planets)

Uppdatering: 14 mar, 2023 @ 22:51

6.0.1 Adjust dynamic building weight - custom and overridden colony types now value building the same as built-in colony types

Uppdatering: 14 mar, 2023 @ 19:41

6.0.0 Update for Stellaris version 3.7 "Canis Minor" - integrate underlying game changes

Uppdatering: 14 feb, 2023 @ 20:41

5.1.0 Improve built-in support for Planetary Diversity

Uppdatering: 9 jan, 2023 @ 20:40

5.0.0 Compatibility triggers

  • Add a compatibility trigger for other mods to check whether this one is active
  • Consume the compatibility trigger from another mod
  • Remove old compatibility global flag

Uppdatering: 16 dec, 2022 @ 0:16

4.0.0 Update for Stellaris version 3.6 "Orion" (and changes from version 3.5 "Fornax")

  • Bonus clerk jobs are now tied to the tradition Trickle Up Economics instead of Interstellar Franchising
  • Add override of new built-in trigger has_trade_designation, consume it for trade colony automation
  • Trade planet automation cooperates with my other trade-related district mods
  • Integrate underlying automation plan and colony designation changes
  • Integrate underlying district changes

Uppdatering: 17 jun, 2022 @ 14:18

3.2.0 The Urban World colony designation requirements more accurately reflect the base game: it can be used on any planet which is not an ecumenopolis, habitat, or ringworld

Uppdatering: 8 jun, 2022 @ 22:13

3.1.0 Balance update - reduce the overwhelming Trade Power™ generated for minimal effort and also simplify triggered job swaps

  • Update support for Planetary Diversity and Gigastructural Engineering
  • Reduce the amount of free MegaCorp job swaps; post-unity-rework they are much more powerful than in the past
  • City districts grant 1 Merchant job per 4 districts for regular and MegaCorp empires, instead of substituting Executives for MegaCorps
  • Simplify the Merchant/Executive/Manager jobs swaps for commercial districts - things got a little out of hand
  • Add custom descriptions to the commercial districts, describing the job shift(s)