Stellaris

Stellaris

Exigency 3.3*
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Update: 28 Nov, 2020 @ 3:44am

Reverted to Nov 13th build

Update: 27 Nov, 2020 @ 11:27am

[Reverted]

Update: 13 Nov, 2020 @ 2:32pm

Fixed a bug where the new Decadent Conglomerate civic had no icons associated with it

Update: 13 Nov, 2020 @ 11:46am

Reworked Engineering World: Grants bonus alloy production and buildings that grant new alloy-consuming jobs at the expense of Pop growth and non-Engineering research

Reworked Only War: Warmaster jobs removed, but the civic now allows an empire to select True Warfare policies regardless of their ethics

Sapient Intervention civic now impacts Admin Cap: +20 passive, +50% for the Relic's active effect

Added a new Megacorp civic: Decadent Conglomerate, a lesser incarnation of Galactic Conglomerate from Overpowered Civics

Update: 8 Nov, 2020 @ 4:01am

Updated for 2.8 (pending further crash discoveries).

Rebalanced policies from "Perfect Simulations" tech: now less effective but they're easier to find and less likely to anger neighbours with differing ethics. Related: opinion modifiers in general are tweaked so that both positive and negative modifiers are less extreme
Fixed a bug where Sapient Intervention's "Crisis Protocol" edict didn't always work
Removed a few orphaned Arcane technologies/edicts which aren't implemented any more

Update: 28 Jul, 2020 @ 8:55am

Updated to 2.7 (hopefully). Fixed a really weird edict-related crash bug

Update: 27 Mar, 2020 @ 10:53am

Rushed update to try and fix AI weight issue. Thanks to Aries for the solution

Update: 15 Nov, 2019 @ 9:59am

Updated to 2.5. Fixed an edict-related bug for people playing with both OPC and Exigency

Update: 29 Oct, 2019 @ 6:37am

Quick update for Lithoid compatibility

Update: 3 Jul, 2019 @ 2:54am

Changed the weights for the new Exigency jobs to try and address some strange behaviours re: specialist (un)employment