Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
Viser 281-290 af 362 forekomster
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Opdatering: 17. aug. 2019 kl. 12:33

1.3.4
- Added Support for Hybrids Animated Portraits
Additions:
- New Building: Mafia Commission
- New Building: Questionable Charity
- Edict to keep idiot ai federation members from declaring war for 10 years
- Unique text if you get presapient refugees
- Criminal Branch Offices have a base crime of 40 (up from 25)
- New Abolitionist Events
- Empires can fund an underground railroad
- Slaves are much less likely to flee without an underground railroad on the planet
- Ending a deal with local crime lords while crime is too high might have negative consequences

Tweaks:
- Strength of Legions give 1 warrior job per 20 pops (was 25)
- Worker Coop gets +20% influence from factions, instead of +5 stability and +5% amenity usage
- Idealistic Foundation gets +0.5 influence if certain progressive faction demands are met (same as beacon of liberty)
- Pops five times less likely to flee from high crime if crime lord deal active
- Numistic Temple gives +10% unity and spiritualist ethics attraction, in line with other temples
- Refugee MTTH has been increased in general, and for slaves in particular
- Resources and jobs from corporate buildings have been doubled
- Amusement Megaplex and Underground Clubs gives +1 entertainer job
- Mercenary Liaison Office/Pirate Free Haven produce 10 energy for its corporate owner if the planet's owner is at war (or has pirates, in case of the Pirate Free Haven)
- Mercenary Liaison Office/Pirate Free Haven allow for the construction of merc armies, which cost energy instead of minerals, branch office owner gets a cut when built
- Private Military Industries gives +1 metallurgist job
- Some corporate buildings produce unique jobs
- Tweaks to ethics attraction

Bug Fixes:
- Refugees must be able to survive in the empire that they are fleeing to
- Cleaned up icon for Uninventive trait
- Corvee's Laborer jops properly classified in the worked category
- Determined Exterminators get unity from purges (2/month, same as fanatic purifiers)
- Portal researchers won't give extra unity with Technocracy civic

Opdatering: 31. juli 2019 kl. 15:56

Initial Upload

Opdatering: 31. juli 2019 kl. 15:45

Initial Upload

Opdatering: 31. juli 2019 kl. 13:46

1.3.3
Additions:
- NEW TRAIT: Economical
- Slaver Guilds/Indentured Assets: Unemployed normal slaves can work servant jobs, no longer gets slave upkeep bonus
- Environmentalist empires will slightly dislike corps and wasteful civs, and like fellow environmentalists
- Distant colonies take a stability hit

Tweak:
- Local Manufacturing is now new worlds rather than statescraft
- Enforcers only give -20% crime
- Holographic Casts / Nano-Circuit Assembly have higher weights based on years passed

Bug Fixes:
- Fixed vanilla bug that made in impossible pops to flee to countries where they would not be full citizens
- Fixed being able to add brain slug trait when you haven't completed the brain slug anomaly
- Fixed missing NOR in city world decision

Opdatering: 27. juli 2019 kl. 11:26

1.3.2
Addition:
- NEW: Encourage Planetary Spawning decision
- Nationalistic Zeal: After a successful war, +10% happiness and unity for 30 years
- Mastery of Nature decision has a 50% chance of adding a new deposits on valid planets (same restrictions as prospect planet decision)
- If xenophobe, spiritualist aliens will join the isolationist faction instead of the traditionalist
- If xenophobe, the traditionalist faction will have additional anti-alien demands
- If xenophile, the traditionalist faction will have some additional pro-alien demands
- Unless you are fanatic spiritualist, the traditionalist faction is more neutral to the presence of robots
- If both pacifist and spiritualist, the traditionalist faction will dislike you if you start a war of aggression
- If spiritualist and either militarist or xenophobe, the traditionalist faction will like you if you win an ideology war

Tweaks:
- Imperial Cult: empire capital gives a small amount of unity
- Private Prospectors: new colonies get -10% building and district cost for 10 years
- Media Conglomerate: -10% claims cost while at war
- Propaganda Broadcasts Edict gives -5% claim influence cost instead of +5% pop happiness
- Natural Hunters now get bonuses from more types of ships, including large crisis ships and stations
- Hive construction campaign gives a 15% bonus (from 12%)
- Military Academy gives +1 soldier job per 30 pops (was 33)
- Clerks give +1 trade value if owner is a megacorp

Bug Fixes:
- Fixed incorrect description of Idealistic Foundation
- Fixed incorrect description of Franchising
- Subspace Ephapse actually updated as promised
- Fixed reptiles having no pop upkeep

Opdatering: 21. juli 2019 kl. 0:08

1.3.1
Disentangled mod from Glavius, for good this time

Additions:
- Beacon of Liberty: additional +5% unity if certain progressive faction demands satisfied
- Imperial Cult: +25% governing ethics attraction (up from +10%)
- Cut-Throat Politics: +1 leader level
- Ruthless Competition: -25% demotion time
- Brand Loyalty: +20% governing ethics
- Ascetic: -10% food upkeep
- Subsumed Will: -20% diplomatic influence upkeep.
- OTA Updates: -50% pop demotion time
- Zero-Waste Protocols: - 15% ship upkeep
- One Mind/Unitary Cohesion: -10% deviance
- With Neural Implants or Collective Production Methods (or machine equivalent), processing slavery and purges give +1 resource
- Colonial and Galactic Bureaucracy techs each give -5% empire sprawl penalty
- Brain Slug gives +15% unity and research, can be gene modded onto pops
- Pacifists get -5%/-10% empire sprawl penalty
- Integrated more thourough ethics attraction

Tweaks:
- Efficient Bureaucracy: Starts with Adaptive Bureaucracy technology
- Police State/Security Company: +5 trade protection
- Slaver Guilds/Indentured Assets: -10% Slave Upkeep
- Shadow Council / Front Corporation: +2 ruler political power (up from +1) and +5% ruler happiness
- Barbaric Despoilers: +5% worker production
- Merchant Guilds: Starts with Space Trading Technology
- Ancien Régime: +5 admin cap
- Terraformer: +1 max district
- Natural Hunters: +100 army starting experience (down from +250), +33% army morale damage, +1 General level cap
- Zealous Crusaders: +25% army morale
- Naval Contractors: +1 admiral level, +10 command limit, no longer gives +1 trade to soldiers
- Franchising: -33% Empire Sprawl from Branch Office (up from +25%)
- Chrysalic Young: +2 pops on new colonies (up from +1)
- Divided Attention/Efficient Administrative Protocols: -10% war exhaustion
- Subspace Ephapse: +10 command limit, no longer gives upkeep bonus
- Deepspace Networking: +5% fire rate, no longer gives upkeep bonus
- Police State and Security Company have lower ai weights
- Purged psionics gives monthly zro instead when pop is killed
- Courier Network gives -10% empire sprawl penalty, restored to only +20 admin cap
- Military Academy gives 1 soldier job per 33 pops
- War Factory gives 1 warrior job per 25 pops
- Military Academy/War Factory now requires a stronghold to be built first

Bug Fixes:
- Arenas should give army morale properly
- Megastore gives trade value to artisans properly
- Fixed some borked code

Opdatering: 12. juli 2019 kl. 23:22

Initial Upload

Opdatering: 11. juli 2019 kl. 17:10

Initial Upload

Opdatering: 10. juli 2019 kl. 22:37

1.3.0.1
Additions:
- Media Conglomerate gains the Propaganda Broadcasts edict
- Slaver Guilds/Indentured Assets: Slaves of owner's species can always work Entertainer and Enforcer jobs

Bug Fixes:
- Removed conflicting job triggers
- Updated pop factions for 2.3.*

Opdatering: 8. juli 2019 kl. 12:50

1.3.0
Additions:
- New Civic: Chrysalic Young
- New Trait: Carefree
- New Trait: Skittish
- New Trait: Endemic
- New Technology: Psionic Revitalization
- Warrior Culture: arenas replace holo-theaters
- Trading Post: -50% border friction with non-gestalts (experimental)
- Franchising: Subsidiaries give an additional flat monthly +5 energy and +0.25 influence
- Mining Corporation renamed Mining Conglomerate
- Some civics give +1 political power and +5% happiness to some jobs (if pop not a slave)
- Agrarian Idyll: Farmers
- Citizen Service and Warrior Culture (and corp equivalent): Soldiers
- Exalted Priesthood: Priests
- Mining Guilds: Miners
- Natural Hunters: Hunters
- Slaver's Guild and Police State (and corp equivalents): Enforcers
- Technocracy (and corp equivalent): Scientists
- Zealous Crusaders: Templars
- Repurposed Hardware costs -2 and also gives -1 leader level
- Corporations get better and more varried trade policy
- Baol decision adds one random rare resource deposit

Tweaks:
- Interplanetary Logistics gives +15% defensive army health and morale (was +33% defensive army health)
- Citadel tech gives +15% defensive army health and damage
- Genetic Memory gives +2 max level, +20% unity from jobs
- Clonal Colony gives -5% habitability (from -10%)
- Conformist and Obedient pops less likely to flee
- Bribe Law Enforcement decison reworked into an empire edict, due to game limitations
- With Slaver's Guild (and corp equivalent), enslaved clerks get +10% trade value and amenities
- Cut-throat politics, Ruthless Competition, leaders less likely to get bad traits

Bugfixes:
- Updated special decisions to 2.3.3
- Updated leader trait gain to 2.2.3
- Fixed Subterranean Evolution icon