Stellaris

Stellaris

AlphaMod 2.8
Showing 1-10 of 32 entries
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Update: 20 Mar, 2021 @ 6:17am

Added more missing art resulting from version drift.

Update: 16 Mar, 2021 @ 2:34pm

Added missing origin art and localisation resulting from version drift.

Update: 2 Mar, 2021 @ 8:31am

  • Added planetary decisions to prevent law enforcement and military jobs (except soldiers) spawning defence armies.
  • Added new origin - Forged in Fire: This civilisation has been constantly torn apart by civil and corporate wars fought over the resources of their solar system and this conflict has only recently calmed enough to allow for advancements in interstellar exploration.
  • Added new origin - Jump Start: This civilisation has not only discovered a method of travelling hyperlanes, but has also developed a basic jump drive. Early advances in astronomy have also been achieved, providing improved star-navigation systems and advanced sensor data of nearby star-systems.
  • Tweaked vanilla and mod origin weightings for less Prosperous Unification everywhere.
  • Added new buildings - Auto Forge and Auto Factory.
  • Nerfed jobs provision on a few buildings.
  • Updated loc for Byzantine Bureaucracy civic. Buffed the civic with a jobs per pops bonus.
  • Got rid of some restrictions on a few no corporations civics so corporations can have them.
  • Started another overhaul on civics icons, to make them more recognisable as mod additions.

Update: 8 Feb, 2021 @ 7:44am

  • Reduced the rate of hostile terraforming candidates being automatically identified once the appropriate terraforming techs are unlocked.
  • Added new colony designation, Pioneer Colony, for hostile habitables with at least one Habitation Dome district and one Utility Domes district.
  • Planet modifiers Rich in Actinides, Rich in Natural Fuels, Rich in Rare Metals, and Rich in Precious Stones are now generated more often when terraforming hostile planetoids.
  • Baol Relic Terraforming decision can no longer be used on hostile habitables.
  • Improvements for late-game development of hostile habitables by the AI.
  • More aggressive management of populations growing beyond 85 by the AI when it has lots of planets.
  • Added some more modifier localisation that went missing for some civics.
  • Owned systems with Amalgal Matter might do something unexpected now.
  • Less restrictions on slave market feature for robots only.

Update: 25 Jan, 2021 @ 3:38am

  • Added automation decisions for factories and foundries.
  • Added new starbase modules to extend hydroponics, communications and resource silos.
  • Added some more ship components that use Natural Fuels, Actinides and Intelligent Plastics.
  • Added Ranger section for Corvettes.
  • Added Torpedo Bow section for Destroyers.
  • Added missile and hangar sections for Titans.
  • Further integration of mod assets into game progression.
  • More buildings now require unlocking by vanilla techs.
  • More starbase buildings now require unlocking by vanilla techs.
  • Re-added fix of vanilla AI not using Indentured Slaves and killing themselves without having Specialists.
  • More work on EDAI to counter vanilla AI's current obssession with spamming City districts.
  • Cleaned up a bunch of pop modifiers to use modifiers that work on pops and not modifiers that don't.
  • Refreshed, reviewed and reorganised localisation filing.
  • As always, a bunch of stuff I forgot to log. Surprise changes, additions and bug fixes... erm, Secrets? Easter Eggs? Bloat? Probably.
  • Added some new bugs probably.

Update: 14 Dec, 2020 @ 2:42am

  • Improved AI's budgeting of actinides, biomass and ice.
  • Reviewed and revised changes to vanilla APs. A few minor nerfs and buffs.
  • Free Port colony designation is now only available to an empire that is a criminal syndicate, or has the Merchant Guilds civic, or has the Universal Transactions AP, on a planet with a Trade Port building.
  • Frontier World colony designation is now only available to an empire with the Pioneer Rights policy, on a planet with less than 25 pops.
  • Worship World colony designation is now available to any spiritualist empire on a world with one or more Parish districts.
  • Labour World colony designation is now available to any authoritarian empire on a world with one or more Work Collective districts.
  • Market World colony designation is now available on any world with one or more Market Town districts.
  • Improved the AI's use of new colony designations.
  • Code review and overhaul of events, scripted triggers and scripted effects, including further optimisations of EDAI for improved AI economic performance and game performance.

Update: 9 Dec, 2020 @ 7:10am

  • Gestalts now have an alternative Hydroponics Bay starbase building that provides an agri-drone job to a system, instead of a Farmer job.
  • Habitation Domes on hostile habitables now provide some food and a food production job for empires that use food.

Update: 6 Dec, 2020 @ 3:47pm

  • Systems Factory no longer produces CGs for empires that don't use them.
  • Machine Intelligences can now produce Intelligent Plastics.
  • Biomass Cultivation districts now provide appropriate jobs for Machine Intelligences.
  • Biomass Cultivation districts no longer produce Food for empires that don't use it, and produce more Biomass for them instead.
  • Nexus districts can now be built on hostile habitables.
  • Robot upkeep and construction rate is now nerfed on hostile habitables.

Update: 5 Dec, 2020 @ 10:52am

  • Beneficiaries and destitution planet modifiers now have a cooldown before they can change.
  • Gestalts can no longer have beneficiaries or destitution.
  • Shared Burdens civic now prevents having beneficiaries.
  • Pops with high living standards can no longer be destitute.
  • Added note to Atmosphere Generator description that it cannot be demolished.
  • Natural Fuels can now be stockpiled on any planet with one or more Generator or Industrial districts.
  • Actinides can now be stockpiled on any planet with one or more Generator districts.

Update: 30 Oct, 2020 @ 11:27am

Updated for v2.8 of Stellaris.
AlphaMod 2.8 now includes the supplement Civic Virtues. Do not use the separate supplement with this version of the core mod.