Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
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Update: 5 Jun, 2021 @ 4:20am

Update: 5 Jun, 2021 @ 3:56am

Update: 5 Jun, 2021 @ 3:43am

Fixed minor bugs.

Civic "Shadow Council" got new feature: Administrators now provide +2 Stability each.

Consumer Goods now require 4 minerals/3 food to produce. Thought that would be more accurate.

Update: 4 Jun, 2021 @ 10:44am

Update: 4 Jun, 2021 @ 10:28am

Update: 4 Jun, 2021 @ 3:39am

Minor update.

Consumer Goods cost 3 minerals/4 food tp produce.

"Militant Zealots" got special planetary Decision - "Witch Hunt" which buffs Templars, but reduce research output.

Also, made some changes to civics:

Imperial Cult
Divine Council
Philosophers Assembly

Update: 3 Jun, 2021 @ 8:35am

BIG UPDATE

In this changelog I summarize all the new features, which has been added lately. Some of them were part of previous updates, but most of them are released today.

1. Ecocentrist ethic got new special ability to create natural planetary Blockers themselves, using special planetary Decision. This ability becomes available once an appropriate technology to clean such type of Blockers is researched.


2. 4 new civics:

Environmentalism (ecocentrist/pacifist) - new special job "Nature Guide"
Defenders of Nature (ecocentrist/militarist) - new special job "Ranger"
Urbanism (anthropocentrist/pacifist) - new special job "Urban Engineer"
Military Industry (anthropocentrist/militarist)

Bonuses of "War Engineers" were partly moved to "Military Industry"


3. Xenophiles got a range of new special Empire-unique building, the general idea of which is they provide empire-wide bonuses, scaling with the number of unique species in the Empire:

"Universalism" - Pan-Galactic Forum
"Globalism" - Interstellar Trade Center
"Interventionalism" - "Interstellar Military Coordination Center"
"Evangelism" - "Temple of Galactic Unity

Note, that all those new buildings are mutually exclusive!


4. Xenophobes also got special building - "Ministry of National Security", which bonuses are scaled - but with the number of controlled Planets. It would be better to scale it with the number of Pops, but I found it's impossible to implement.

"Tribalism" civic got special planetary-unique building - "Palace of Tribal Council", which bonuses are scaled with the number of pops on the planet.


5. Environmentalist faction demands were generally groomed and updated with some new demands, like

- colonization of Gaia
- colonization of all possible types of habitable Planets
- owning a planet with all possible kinds of natural Blockers (remember that you are allowed to create them now)


6. Some Policies were groomed a bit, like

- Free Market more balanced with Planned (I suppose)
- Centralization/Federalization policies were a bit fixed, and tech, which enables them, now available only once you have 10+ planets
- Public Healthcare now also increase Army health


7. Consumer Goods now cost 3 food and 3 minerals to produce (for non-Lithoids), instead of 6 minerals. I adopted this idea from other mod, because

- it makes sense, that you need organics to produce Goods
- it makes Food more usable in the late game


8. Some other tweaks to Civics

"Ascended Meritocracy" - now Leaders have significantly reduced chance to get negative Traits
"Patrimonial Aristocracy" - got "Villeins" ability, which gives Estate building +1 housing and +1 farmer job
"Keepers of Harmony" - got special planetary-unique building, which bonuses are scaled with the number of unique natural blockers on the planet


9. New repeatable tech:

Industrial Optimization Algorithms +3% robot output


10. Number of various balancing tweakings and bug fixing.

Update: 1 Jun, 2021 @ 3:54am

Update: 1 Jun, 2021 @ 3:52am

Update: 27 May, 2021 @ 6:19am