Stellaris

Stellaris

AlphaMod 2.2.7
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Update: 21 Feb, 2019 @ 7:33am

The Return of Hostile Worlds and Unemployment Update (codename THROWUP)

  • Added new decision, Prepare Moon Colony.
  • Once a planet has more than 70 pops, this decision can be used to make a moon a Terraforming Candidate, albeit limited in terraforming to becoming a habitable hostile.
  • Added new habitable hostile planet classes for moon colonies - Barren Habitable, Toxic Habitable, Molten Habitable, Frozen Habitable.
  • Added new terraforming links for the new planet classes.
  • Each hostile habitable has a unique district type, and new district types in common - Habitation Domes and Reactor Farms.
  • Hostile habitables get a cut-down version of the habitat's Research District and Industrial Districts instead of Mining Districts.
  • Added new decision, Moon Transfer, allowing excess pops to be moved off a planet to a moon colony.
  • Added new 'consequence' job type - Beneficiaries. High amenities on high pop planets, and the Private Profit policy option can create these.
  • Added new district type to habitats specifically for expanding them to support more districts.
  • Added some new ethic-restricted 'late-game' decisions for dealing with growing unemployment - Conscription, Worshipping Wage, State Employment Program.
  • Artisan jobs provided by Civilian Industries line of buildings cut. Prepare for a consumer goods deficit.
  • Revised Wealth costs of various edicts to be more costly.
  • Added some AI only emergency edicts, because it is still utterly shit and needs them.
  • Added new AI only State Agency building for even more help with unemployment.
  • More work on AI weightings of vanilla buildings to try and get the AI to actually build stuff.
  • Numerous bug fixes, none serious.
  • Some stuff I didn't log.

Update: 16 Feb, 2019 @ 2:20am

The That's Why More Ascension Perk Slots Update (codename TWAMP)

  • Fixed pop shuffling bug, same way PDX did. By making pops in a job more likely to fill that job. Yes really. It's magic.
  • Work on AI budgeting, making it more willing to actually spend SRs to upgrade buildings and use decisions.
  • Added three new Ascension Perk TECHS. You read that right. Each tech unlocks an AP slot. Yes really.
  • Added five new APs. (More to come.) Please note not all the related content is done for these - they are mostly just modifier dumps right now.
  • Masters of Life and Masters of Death for the transcended. Mutually exclusive.
  • Consciousness Transference for the synthetically ascended. Then Virtual Life needing that.
  • Gate Makers, for those who want to be makin' gates sooner rather than later.
  • Noble Estates buffed. Also gives +1 Sevice Provider job and 2 housing.
  • Bureaucratic Complex buffed.
  • Local Militias policy option gives +1 Soldier jobs from Precinct House.
  • Base Enforcers reduced to 1 from Precinct Houses. Planetary Police and Empire Police policy options then give +1 Enforcers.
  • Hall of Judgement no longer needs exotic gases. Because wtf.
  • Foundry jobs reduced. Yes, really.
  • AI will only build Ministry of Production where it might actually do something.
  • Commercial Zones and Megaplexes provide less Clerk jobs and now give a passive Trade bonus.
  • Merchant Influence production removed. It was OP at any rate. Changed to Wealth. Instead...
  • Galactic Stock Exchange produces 0.1 Influence with Private Profit policy option.
  • Added new tier 0 Entertainer building, because the AI can't not have amenities off the bat. Apparently the AI dies from amenity lack until it gets Holo Theatres. Except then it doesn't build them anyway.
  • So AI fixed to be more inclined to build Holo Theatres. Entertainer amenity output buffed.
  • Clinic and Hospital provide less Healthcare jobs, but give a passive bonus to pop growth.
  • AI now less inclined to exploit new natural resources until water provision is sufficient.
  • Amenity penalty from low water supply removed. On dry planets, the AI just couldn't cope.
  • Several policy options now provide bonus jobs from buildings. It is currently poorly documented and I aim to make it clearer in the future. Regardless, flat job provision from policies is being reduced as much as possible.
  • Added new building, Job Center, primarily to help the AI with unemployment.
  • AI less likely to demolish/rebuild Family Planning Clinic and Immigration Center cycle. Should use these a little more efficiently.
  • Added new decision to change City Districts to Mega Cities. Please note this feature is going to take longer in a future update, and will likely get gated by an Ascension Perk. Enjoy it whilst you've got it.
  • AI now more likely to make use of some of the new district decisions.
  • Added some AI only decisions for dealing with some emergencies. I know it sounds like cheating, but seriously, the AI is really really bad with this version of Stellaris, and I'm desperate to improve it any way I can.
  • Enforcer job tweaked to also be an amenities provider.
  • Lots of other job tweaking that I didn't log. You'll survive.

Update: 12 Feb, 2019 @ 2:29pm

The AI Really Is Shit Update (codename ARSE)

  • Work on the AI and building weightings.
  • Added my own fix for Precinct spamming by the AI.
  • Fixed the bug with the Slave Processor introduced by 2.2.5.
  • The AI will now use Psi Corps if it can. It's never built by the AI in vanilla.
  • The AI will now use Cloning Vats if it can. It's never built by the AI in vanilla. (Which is just utterly stupid, since it's a massive pop growth booster with no job provision.)
  • Nerfed number of Researcher jobs provided by Research Labs. This is just the beginning on revising job provision from vanilla buildings.
  • Added two new buildings for increasing pop growrh rates on a planet, that do not provide jobs - Family Planning Clinic and Immigration Center.
  • Weighted heavily for the AI to fill empty slots, and removed intelligently when pop growth finally results in unemployment and a need for a building slot for a job providing building instead.

Update: 11 Feb, 2019 @ 2:17pm

The These New Decisions Are Stupid Update (codename NADS)

  • Food Boost decision limited to use on planets with 60 or less pops.
  • Food Boost decision food cost scaled.
  • Mutually exclusive decision added - Free Food Distributions.
  • Toggled on or off. Farmers on the planet will produce -1 food, and increase pop growth by 2.5%. Each. So ten farmers means +25% pop growth. Crank up the birth rates on Agri Worlds and turn them into pop spawning centers, because that's what food is for apparently.
  • Revised Business Policy options a lot.
  • Deregulated Businesses option will now add +1 Wageslave job per Generator District. And you can't reduce priority on these jobs.
  • Starbase Academy and Command Center can result in that station being designated an Academy Station or Command Station, to make them stand-out in the outliner.
  • Food Retailer building now reduces farmer food production and increases farmer trade value on a planet, and is limited to a maximum of 1 per planet.
  • Cleaned out a bunch of crap being piped to error.log.

Update: 9 Feb, 2019 @ 4:20pm

The Oi My Resources I Can't Sell Them Update (codename BOOHOO)

  • Fixed the bug where new resources vanish off the galactic market. Now at the end of each month, if a resource is missing, it'll be re-added. After a few months, all the new resources that should be on the galactic market, will be.
  • Revised Education Policy options.
  • Revised Educator and Academic jobs.

Update: 7 Feb, 2019 @ 11:08am

The Jobs Demotion Was a Dumb Idea PDX Update (codename DUMB)

  • Merged in some fixes from the 2.2.5 branch that are good to go now.
  • You're fine either staying on 2.2.4 or opting into the beta. Sup to you.
  • Added new Inexperienced expiring pop modifier applied to 'new-borns'.
  • Since the game insists on sticking new-borns into the Specialist strata, I added this and some changes to Specialist evaluation so an Inexperienced pop is immediately unemployed and begins to demote to Worker.
  • Strata demotion is considerably quicker now.
  • Both these changes should help ensure basic resource production isn't neglected by the AI, or your own pops for that matter.
  • See new slide at end of slideshow to see this in operation.
  • Another tweak of trade policy options. I'm still trying to find a good balance of energy/wealth output.
  • Added new decision to turn Mining Districts into Industrial Districts.
  • Please note that due to a bug with refreshing, you may have to click away from a planet and then re-select it before the district change appears. I'm investigating a fix.

Update: 6 Feb, 2019 @ 2:32pm

The Stop Changing The Policies Ash Update (codename SPACU)

  • Rebalanced trade conversions of the new trade policy options.
  • Reduced the market value of most of the new resources.
  • Water Processor job now produces base 2 Ice, down from 3.
  • Farmer food production nerfed.
  • Technician energy production nerfed.
  • Base productions of standard empires buffed to deal with initial shortages these nerfs cause. Including alloys. This is mostly to benefit the AI.
  • Added Electronics production. Limited use for the resource right now.
  • Buffed the Comms Relay starbase building, but it now costs Electronics to build.
  • Added Intensive Irrigation decision, to use Ice to improve farming district production.
  • Experimental fix for market losing certain resources when it becomes the galactic market. Feedback on whether this works, with a new game, needed.
  • More UI tweaking of planet view. I haz planz. (It is cunning.)

Update: 6 Feb, 2019 @ 9:03am

Unlogged stuff n things.

Update: 4 Feb, 2019 @ 4:04am

Unlogged stuff n things.

Update: 3 Feb, 2019 @ 3:16pm

Unlogged things n stuff.