Stellaris

Stellaris

Acquisition of Technology
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Update: 2 Jun, 2022 @ 9:36am

- Fixed wrong resource category of all bureaucrat jobs to be switched to `planet_administrators` jobs.
- Fixed wrong stockpile compare for the Gatekeeper reimagination project requiring you to have 25000 dark matter instead of 2500.

Update: 29 May, 2022 @ 11:57am

- Added planet job output multiplication for capital buildings from ACOT once a certain tech has been researched.
- Removed build limits for all enigmaliths, you can build as many as your bank account allows you to.
- Fixed the newly buildable Delta/Alpha and Sigma habitats only requiring the ordinary habitat tech to be buildable and not the dedicated techs.
- Adjusted the costs of the directly buildable Delta/Alpha and Sigma habitats to match the total cost of to be the same as retrofitting existing habitats.

Update: 29 May, 2022 @ 4:46am

General Improvements

- Added a new research district for the Dark Matter habitat.
- Added a new research district for the Dark Energy habitat.
- Added a new research district for the Stellarite habitat.
- Added a new job for the Alpha tier research facilities instead of reusing the Delta researches.
- Dark Matter, Dark Energy and Stellarite Habitat districts are now persistant between each retrofit so you don't have to rebuild everything everytime.
- Dark Matter, Dark Energy and Stellarite Habitats can now be directly built from the Megastructure build menu.

Balancing

- The values of the amount of jobs given are significantly reduced in almost all effected cases (mostly defence army generation)
- Bonuses given are reduced from several buildings.
- Resource output from some buildings in select areas are changed.
- Upkeep is increased for the majority of buildings.
- New resort & penal colony dis-allowances are added for some resource buildings (added to a scripted trigger in the appropriate file).
- The associated English and French information in localisation files have been added for new strings.
- Capital buildings have been nerfed significantly.

Update: 24 May, 2022 @ 8:15am

- Added an override for the Phanon Emissary ship sections changing the prerequisite tech to the appropriate AoT technology.
- Fixed Phanon Emissary Framework COmputer being accessible after researching Sigma Emissary upgrade tech.

Update: 23 May, 2022 @ 11:31am

- Added missing locale file for various shipnames used in AoT to be added for all languages so you can play with your native language without missing text.
- Added full russian localisation thanks to the user 'KEK'.

Update: 17 May, 2022 @ 4:38am

- Fixed a bug with the naval capacity for the warbarge, making it unbuildable by any means.
- Reworked the ship build limits for the Gatekeeper and Warbarge so that they work as intended (They defaulted to 1 forever).
- Fixed missing fleet names for the Warbarges, especially for the Fallen Empires. (Only works for newly build/spawned Warbarges)
- Fixed missing ship class names for the Fallen Empires Warbarges. (Only works for newly build/spawned Warbarges)

Update: 16 May, 2022 @ 8:35am

- Removed a redundant ACOT event override that is no longer necessary.

Update: 16 May, 2022 @ 7:35am

- Increased the spacing between enigmatic fortress platforms, so that they don't clip into eachother anymore. (The spacing refreshes after 1-2 newly build defense platforms)
- Increased the enigmatic fortress platform in size, so it's the same size as the enigmatic fortress leviathan.

ENIGMATIC GLORY: RESTORED

Update: 14 May, 2022 @ 11:35am

- Fixed wrong declaration of the aot ship sizes in the ownership limits file.
- Fixed the missing vanilla ship sizes to be added to the ownership limits file as it overwrites and not appends.

MODDING IS PAIN AND SUFFERING

Update: 14 May, 2022 @ 9:51am

- Updated mod to work with Stellaris version 3.4 'Cepheus'