Stellaris

Stellaris

Expanded Megastructures and Technology
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Update: 25 Oct, 2019 @ 3:50pm

Update: 25 Oct, 2019 @ 3:45pm

1.1.6
Updated to 2.5
Additions:
- NEW: Monolith Excavation technology
- NEW: Mental Manipulations technology
- NEW: Subspace Telepathy technology
- NEW: Telekinetic Construction technology
- NEW: Psionic Barriers technology
- NEW: Telekinetic Megaconstruction edict, gives +20% megastructure construction speed for 100 zro, requires Telekinetic Construction

Tweaks:
- Cloning tech upkeep reduced to 8 (was 9)
- Communication Protocols can be researched 4 times (was 5)
- Synthetic Lifeforms is now a dangerous technology (I'll leave it up to you to find out why)

Bug Fix:
- Added some missing icons

Update: 11 Oct, 2019 @ 9:24pm

1.1.5.1
Updated for 2.4
Bug Fixes:
- Fixed requirements for ruined interstellar assembly
- AI shouldn't spam habitats without colonizing them first

Update: 5 Oct, 2019 @ 6:41pm

Initial Upload

Update: 25 Sep, 2019 @ 12:29pm

1.1.5
Additions:
- Voidborne civic, can build habitats at half the size for half the cost, can expand to normal size later

Tweaks:
- Accelerated Embryonics now tier 4
- Building pops now unlocked by vanilla cloning tech
- Gaia and Hive worlds also get +25% pop growth

Bug Fixes:
- Warrior Culture will get duelist jobs from habitat and city world districts

Update: 28 Aug, 2019 @ 10:14pm

Initial Upload

Update: 27 Aug, 2019 @ 10:23pm

Initial Upload

Update: 27 Aug, 2019 @ 8:59pm

Initial Upload

Update: 27 Aug, 2019 @ 3:27pm

1.1.4
- Better compatibility with Ancient Cache of Technologies

Additions:
- NEW: Voidborne Civic
- NEW: Predictive Tactical Intelligence repeatable technology
- NEW: Synthetic Lifeforms technology
- (Without Ancient Cache of Technologies) After researching a long list of technologies, you can gain access to Dark Matter Power
- Once you research Dark Matter Power and Dark Matter Generation, you can research FE ship components. With Zenith of Fallen Empires, they will also require the Galactic Ascendency perk.
- Habitats built over very rare resource (zro, ext) will give special mining jobs that give +2 of that resource, deposits no longer produce that resource directly
- Habitats over moons or asteroids will spawn with a closer orbit

Tweaks:
- Habitats over alloy deposits get 1-5 alloy miner jobs, which gives +2 alloys each, no longer gives foundry jobs or produces alloys directly
- Trade Districts give 5 housing (up from 4), +5% trade value, no longer gives an additional clerk job
- Defense Grid Computing can now be researched an unlimited number of times

Bug Fixes:
- Living Metal Farms now have their proper building icon
- Frequency Tuning II has a proper cooldown
- Hopefully fixed the cooldown of the other new weapons (let me know if it worked)

Update: 17 Aug, 2019 @ 12:33pm

Initial Upload