Stellaris

Stellaris

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Main re-Balancing mod [4.0.x]
   
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1.025 MB
1 May, 2021 @ 2:26am
7 May @ 12:00pm
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Main re-Balancing mod [4.0.x]

Description
4.0.x ready

Translations: EN

== AI ==
- AI is prohibited to kill leviathans, should not touch Crystalls and Drone Home
- Al will not touch the most valuable dig sites (Omnicodex, Endless Expance etc etc)
- AI will take system only if influence cost is less or equal 75

== Traditions and Edicts ==
- added dark matter edict that grants one of 5 enigmatic technologies (can be used once)
- added Strange Loop edict to Horizon Signal event chain

== Ascensions ==
- galactic force projection (nav cap +100%; command limit +50%)
- executive vigor (+100% edict fund)
- mastery of nature (blocker clean speed +25%)
- world shaper (terraforming speed +25%)

== Events ==
- Rubricator and Vechtar-Zavonia will ALWAYS be inside owners borders
5 Comments
Clamor_S  [author] 19 May, 2022 @ 11:48am 
@Professor H. Fransworth Workshop should have stuff you need, if no, make on your own. I've made.
Professor H. Farnsworth 19 May, 2022 @ 11:02am 
Sad that this doesn't just come with Guardians, Dig Sites and Rubricator/Vechtar-Zavonia.. The rest doesn't seem like balance passes, but to make it more powerful than they already are.
Clamor_S  [author] 9 May, 2021 @ 7:26am 
@daerthalus, you are right. Thank you Paradox!

I have fixed this using a different approach. Now void dwellers have +10 planet capacity from start by origin, and can gain more by ascension perk and harmony tradition tree.
daerthalus 8 May, 2021 @ 4:01pm 
Also, it seems like the changes to Habitat carrying capacity is working in a weird way..

- Leaving a District un-built now provides the same +8 capacity which is the same as building a Habitation District.

- When building a new District on your 2nd & 3rd starting habitats (max 4 districts) you are getting hit with pop growth penalties. because you are losing the 8 capacity provided from the previously unbuilt district.
daerthalus 8 May, 2021 @ 3:43pm 
I tried it with Void Dwellers Origin and there is an issue with my pop's habitability on my Starting Habitats.

1) On my non-capital habitats, my pops do not have 100% Habitability. Despite them having Habitat Preference @ 100%, they are only getting 70%.

2) The nonadaptive trait now decreases Habitability of my Habitat Preference pops. This was not the case in the non-modded version.