Stellaris

Stellaris

Exigency 3.3*
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Update: 10 Jun, 2019 @ 8:03am

Updated to 2.3
Addressed a major crash bug
Removed Arcane Edicts pending rework (I believe Guilli plans to remove his Precursor Archeotech resource from his mod so they wouldn't do anything either way!)
Reworked Sapient Intervention. Now grants a new relic, The Supercomputer: The Supercomputer's active ability mirrors the old version's bonus edict but as this occupies a relic slot and shares the relic cooldown, this is technically a nerf from the old version
Reduced "Scorched Earth" policy's opinion modifier from -75 to -50. Might be slightly easier to not infuriate your local Fallen Empire now
Sapient Intervention's opinion modifiers now only apply to Machine Intelligence empires and spiritualist/materialist Fallen Empires: they're the only ones who can tell you've got a secret AI ruler
Manufactured Species no longer has an opinion modifier of any kind (previously it made egalitarians and spiritualists a little annoyed, but why would they know you've got a cloned worker species if you never told them?) and now includes a hidden -50% Xenophile attraction penalty to help balance out having a second species on your homeworld

Update: 20 May, 2019 @ 3:29pm

(Hopefully) fixed an issue with starbase module description text not displaying properly when using other languages

Update: 7 Apr, 2019 @ 7:55am

Changed version number to 2.2.7

Update: 27 Mar, 2019 @ 6:04am

Corrected event formatting

Update: 22 Mar, 2019 @ 5:22am

Updated to 2.2.6

Update: 8 Mar, 2019 @ 10:11am

Updated to 2.2.5.

Update: 9 Feb, 2019 @ 4:23am

Fixed a bug where AI empires would have a severe opinion penalty because of technologies that the player wasn't even using

Update: 8 Feb, 2019 @ 4:14am

Updated to 2.2.4. Adjusted a few requirements so that anyone playing with "Psionic Destiny" from the Overpowered Civics mod can make use of Exigency's new psionic techs

Update: 2 Feb, 2019 @ 8:02am

Missile Command damage bonus halved, but the Influence cost and build time has also been halved

Munitions Bay costs also adjusted. Range bonus removed and replaced with a tracking and fire rate bonus

Psi Command shield bonus reduced to 50%, but it now grants 5% daily shield regen and +1 trade protection range

Removed the living metal/nanite upkeep (still needs it upfront) from Molecular Forge but the empire-wide modifiers are now tied to the technology research, not the associated starbase building: so the +10% alloy, +20% ship armor bonus can't be stacked

The Molecular Forge building itself now produces 15 engineering research and adds a +20% engineering research production bonus to the system it occupies

Immersive Simulations now requires the new tier-5 Perfect Simulatons technology upgrade to unlock the strongest policies: False World, Simulated Utopia and Second Universe

Added a Simulation Servers starbase building (unlocked by Immersive Simulation tech). It reduces docked ship upkeep, produces a small amount of consumer goods, and reduces consumer goods upkeep by 10% in the system it occupies

Changed Divine Legacy so that all the bonuses/penalties are tied to the trait, not the civic. Growth speed penalty reduced to 15%

Forsaken (now Forsaken Empire) grants +15% research speed but no longer adds a debilitating species trait. Instead the penalties are tied to a negative technology, meaning they can't be escaped by changing the civics via an event or trying not to rely on your founding species. However you can gradually research solutions to this penalty via a chain of mid-to-late game biology techs

Divine Legacy/Forsaken Empire will likely need more tweaks and I plan to make the Forsaken tech tree much more in-depth (and not just society orientated). At present, the Forsaken civic does make it more likely for an empire to find the Exigency mod's late-game techs

Update: 22 Jan, 2019 @ 2:42pm

Added icons for the existing starbase buildings

Removed bonus psion job from Psionic Focus research option but made it slightly easier to get (now the only sources of Psion jobs are the Academy building and the Universal Psionics tech)

The Alloy Forge starbase building now also grants a +10% alloy job production bonus to the system it's in to help justify its Influence cost

Added a rare tech for a Psi Command starbase building that boosts sensor range, adds 1 Telepath job and doubles a starbase's shields. Requires Influence and Zro upfront to build

Added a rare engineering tech for a Molecular Forge starbase building, which requires nanite and living metal upkeep but produces alloys, provides the station a repair aura and gives an empire-wide bonus to engineering research production and ship armor**

Added Metaphysical Insight and Metaphysical Revelation, two tier 4/5 physics technologies that grant Metatechnician jobs: specialists who produce Energy and Physics research (eventually, I'd like to add buildings to tie to these techs). It's possible to get these as a Spirtualist, but very unlikely

You are more likely to get the Molecular Forge with the Engineering World civic, and you're more likely to get the Metaphysical Insight technology with the Power Core civic.

**Added another Arcane Edict (requires Guilli's Planet Modifiers): if you have the Mega-Engineering technology, you can spend Precursor Archeotech to grant yourself monthly Living Metal and Nanites. Useful if you want access to the Molecular Forge building!