Stellaris

Stellaris

Guilli's Technologies
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Update: 31 Oct, 2020 @ 12:19am

Update: 23 May, 2020 @ 1:21am

Added +1 edict capacity to a tech to fit the theme and account for the edict changes

Update: 13 May, 2020 @ 9:50pm

Update: 12 Apr, 2020 @ 4:20am

Updated:
* You now get a few random early game technologies partially finished at the start of the game
* When you finish a technology, there's a small chance you get a partially finished technology to research based on your ethics choices. Eg: a militarist might get a partially researched fire rate tech.
Only technologies from this mod are gives this way. This should reduce the mod technologies overcrowding the technology tree too much.

Update: 19 Mar, 2020 @ 2:10am

Update: 3 Nov, 2019 @ 12:25am

Updated to 2.5

Update: 20 Aug, 2019 @ 11:27pm

Fixed missing localisations

Update: 13 Aug, 2019 @ 11:58pm

- Changed the researchers bonus to a research station bonus
- Early research bonuses provide +1 research alternative now
- fixed ministry of culture having negative mineral cost to build
- techs that add starbase collection/protection now unlock a unique starbase building to boost these
- tweaked spawn chances of some techs
- attempting fix to get ai to tech better past tier 3 techs

Update: 15 Jul, 2019 @ 6:22am

- fixed blurry tech icons for medium and low graphics settings
- texture files are smaller and have less impact on performance
- added NSC ship bonus compatibility (economic_categories)

Update: 9 Jul, 2019 @ 11:48am

- starbase trade collection tech bonus replaced with trade attractiveness. Was buggy and doesn't work correctly!
- fixed job research speed techs not having previous techs as a requirement
- excluded a few more early science ship / constructor ships techs from the AI so they dont needless slow down in their own tech pase
- added and improved the timing some techs dissapear at. Most early game tech involving science ships, colony ships, construction ships and base resources dissapear after 25 to 50 ingame years.