Stellaris

Stellaris

Expanded Megastructures and Technology
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Update: 8 Aug, 2019 @ 10:15pm

1.1.3
Additions:
- NEW: Accelerated Embryonics technology, Ability to Grow Pops
- NEW: Galactic Trade Empire technology
- NEW: Integrated Fire-Control technology
- NEW: Automated FTL Protocols technology
- NEW: Dynamic Resettlement Protocols technology
- NEW: Dark Matter Generation technology
- NEW: Living Metal Cultivation technology
- NEW: Nanite Construction technology
- NEW: Talent Acquisition technology
- Restored Communication Protocols technology
- Restored Defense Grid Computing technology
- Added foundry specialization for habitats

Tweaks:
- Enigmatic Decoder gives +10% accuracy (up from 5%)
- Living Hull now costs 20 alloys (up from 10)
- Administrative Efficiency now gives +20 admin cap (up from +15)
- Zro Distiller now has upkeep of 2 exotic gases (instead of 10 energy)
- Sapient Resource Management gives +2.5% specialist/complex drone production, no longer gives bonuses to leader upkeep
- Cloning Technician give 5 society research, upkeep increased to 9 food

Bug Fixes:
- Fixed localization of Mega-Architecture
- Matter Decompressor can now be built in any system with a black hole (including wormed systems)
- Fixed some weights on rare techs
- Leisure districts give +4 housing, as intended

Update: 21 Jul, 2019 @ 5:05pm

Initial Upload

Update: 21 Jul, 2019 @ 12:08am

1.1.2
Additions:
- NEW: Mega-Logistics Technology
- NEW: Fortified Habitat Technology
- NEW: Intergalactic Vassalage Technology

Update: 5 Jul, 2019 @ 12:28am

Initial Upload

Update: 5 Jul, 2019 @ 12:25am

Initial Upload

Update: 5 Jul, 2019 @ 12:20am

1.1.1.1
Compatability with 2.2.3
Tweaks:
Modular Components and Intelligent Factories give +10%/20% pop assembly speed to assembly planets

Update: 4 Jul, 2019 @ 12:07am

1.1.1
Additions:
- NEW: Miniaturized Art Emitter tech
- Habitats not build over deposits can build foundry districts
- Habitats over alloy deposits give extra foundry jobs

Tweaks:
- Leisure Districts give +1 culture worker instead of artisan jobs
- Artificial Zro jobs now have an upkeep up 10 energy and -15% pop growth

Bug Fixes:
- Lithoid Crystal Plant will no longer show up as a tech unlock until you complete the relevant dig site

Update: 22 Jun, 2019 @ 12:18am

1.1.0
No longer explicitly dependent on Glavius AI
Additions:
- NEW: Regenerative Meditation tech
- NEW: Zro Syphoning tech
- Ring Worlds are size 8 (up from 5)
- Gaia, Hive, and Machine Worlds give +25% resources from jobs (up from +10%)
- Gaia Worlds give +10% biological happiness (up from 5%)
- Machine Worlds give -15% housing requirements
- Hive Worlds give +100% defensive army damage and -25% bombardment damage
- Habitats can build over planets with mining and research stations. Stations will dismantle when construction start
- Technological Ascendency perk greatly increases the chance of drawing megastructure techs

Tweaks:
- Modular Components for non-machine now a tier 3 tech and requires droids tech
- Modular Components for machine empires is now a tier 2 tech
- Intelligent Factories is now a tier 3 tech
- Mining weapon techs give +25% station production (was +10%)
- Updated tech icons

Bug Fixes:
- Science Nexus counts as complete without brain in a jar, as per 2.3.2 patch)
- Removed old tech and building icons that were no longer used
- tech_space_cloud_weapon_1 not having a prerequisite
- Lithoid Crystal Plant benefit from Advanced Rare Crystal Production tech
- Updated Cloning Tech job to 2.3.*

Update: 13 Jun, 2019 @ 2:32pm

Initial Upload

Update: 13 Jun, 2019 @ 1:26pm

1.0.9
Additions:
- Habitats can be built around moons and asteroids
- Restored Coordination Districts for city worlds, gives +5 synapse drone/coordinator and +5 brain drone/calculator jobs

Tweak:
- Habitat expantion decisions give +2 districts (down from +3)
- Imperial Prerogative gives -10% empire size penalty
- Matter Decompressor only produces minerals and dark matter

Bugfixes:
- Fixed megastructure files
- Fixed Coordination Districts