Stellaris

Stellaris

Expanded Megastructures and Technology
Showing 141-150 of 154 entries
< 1 ... 13  14  15  16 >
Update: 11 Apr, 2019 @ 12:15am

Initial Upload

Update: 9 Apr, 2019 @ 1:09pm

1.0.5
Additions:
- Advanced Null Void Beam techs- Gestalts can build Animal Evaluation Laboratories, which provide +2 brain drone/calculator and +2 synapse drones/coordinators

Tweak:
- Alien Zoo gives +25% immigration attraction

Update: 5 Apr, 2019 @ 11:43am

Initial Upload

Update: 4 Apr, 2019 @ 1:43pm

Initial Upload

Update: 8 Mar, 2019 @ 11:23pm

Initial Upload

Update: 7 Mar, 2019 @ 1:57pm

Initial Upload

Update: 15 Feb, 2019 @ 1:10pm

1.0.4
Compatability with Zenith of a Fallen Empire

Additions:
- Can spend 50000 unity to build another dyson sphere or matter compressor
- Districts that give culture workers will now give priests of manager jobs instead, when appropriate

Tweaks:
- Habitat expanding decisions increase districts by +3 (up from +2)

Update: 10 Feb, 2019 @ 3:20pm

Initial Upload

Update: 7 Feb, 2019 @ 3:04pm

1.0.3
Compatible with 2.2.5

Additions:
- Restored Hull Integrity tech
- Restored Sapient Resource Management tech
- New Gene Splicing repeatable tech
- New Modular Construction repeatable tech
- New Advanced Nanite Assemblers repeatable tech
- Living Hull auxilary component

Tweaks:
- Ability to build trade buildings on habitats moved to !Expanded Traits, Civics, Pops, and More mod

Bug Fixes:
- Fixed Psionic Senors tech not showing up

Update: 4 Feb, 2019 @ 12:14am

1.0.2.1
Bug Fixes:
- Fixed rare resource buildings not showing up