Stellaris

Stellaris

Sensible Late Game Techs
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Opdatering: 29. juni 2024 kl. 13:48

In the process of testing the new anchorage module, I forgot to do a test where I don't have "research all technologies" to review it. It now can't be built without having the tech for it.

Opdatering: 29. juni 2024 kl. 13:33

Did some fiddling with starbase technologies, but there's a real limit to how much can be done.

A bunch of things going on with starbases seem to be coded weirdly, so I can't get them to upgrade from one tier to the next normally, and the current system causes any local platforms to be disbanded. Starbases also seem to not want to change their reactor type, so it'll stick to vanilla stuff even if better options are available, which means they can't access weapons that need a lot of power.

With the intent of relying a bit more on platforms, there are now techs that increase the hull of standard citadels and add platform capacity. It's not as powerful as slowly building up a citadel through the "combat tiers", but there are some advantages to building weapons platforms first, then upgrading, then building weapons platforms.

Opdatering: 28. juni 2024 kl. 20:24

Hopefully this is the last quick fix for a bit! "Litter Births" is no longer available at empire creation.

Opdatering: 28. juni 2024 kl. 16:13

One more quick fix: seems I accidentally killed the energy grid building progressing when I was reworking the buildings. It should once again be possible to go from the first tier to the final tier.

Opdatering: 28. juni 2024 kl. 15:17

Forgot to change the graphic for the new ship computer so that they all consistently show the Neural Interface icon. Kind of important, or else it gets confusing at a glance.

Opdatering: 28. juni 2024 kl. 14:49

Adjusted Managed Leadership so it adds a bit of Consumer Goods cost to the rulers gaining Unity.

Added combat computers for Cybernetic Ascension, because you can cybernetically ascend as a spiritualist empire who has the top computer systems outlawed, and that kind of thing always bothers me.

Fixed the orbital stations so that they cost exotic "gases" instead of "gasses", which makes a big different when it comes to code.

And added a "v" to the supported version so that the system will stop saying the mod doesn't support the current version.

Opdatering: 27. juni 2024 kl. 19:37

Alright! We're mixing flat bonuses with percentiles now. Buildings now provide +1 production per tier to their related jobs, and they now help a specific type of job. Research now provides a percentile bonus to all planetary jobs. Previously, the buildings gave a percentile bonus to "all jobs", but that led to a bit of weirdness where you had to build special hydroponic or mineral buildings to buff your livestock, and since your livestock was likely all over the place, that was awkward. Now, the tech bonuses hit every job, and you don't have to put down a building. For MOST cases, this should wind up making your empire a little stronger. More importantly, it'll better benefit places where you get percentile bonuses.

Percent buffs are funny. If you start with 100 production and get a 20% buff to that, then you have a 20% increase from where you started, from 100 to 120, but when you add another 20% increase, you produce 140 items. Going from 120 to 140 is actually a marginal 17% increase from your previous score, so with each percentile increase, you actually lose a bit of marginal growth. There is still marginal drop off when the flat bonuses are going up by 1 each time, but it's a separate marginal loss.

Anyway, I also added some orbital structures that increase society, engineering, or physics research by +1, and I added an advanced bio trait that gives +20% pop growth for 2 points, because the thing that always gets me about paying 4 points for +30% pop growth and -10% housing usage is that I never wanted the housing usage and didn't really want to spend the points on it. If I want pop growth I want pop growth.

Opdatering: 26. juni 2024 kl. 9:30

Added some strike craft for the Opulent Armada perk, and then removed the excess of technologies it unlocked when you took the perk. Originally, players were able to reverse-engineer those techs, but it led to weird behaviors like drawing them from reverse-engineering ancient technology. Opulent is closed off now, so there's no reason to have more than one tech gating off the whole tree.

Mega Carriers no longer require an ascension perk, mainly because it now takes such a long time to unlock Apophis Reactors that you'd have to keep a slot open for a hundred years just to get the perk! On the default tech progression, I find I've usually defeated all three crises before the possibility even arises, so we may as well allow them whenever the technology naturally gets to that level. Plus, if you're using some other mod, this one will now not lock you out of whatever "we built a single gun out of a star" type ascension perks you need to beat their equally absurd crises.

Opdatering: 15. juni 2024 kl. 6:01

The assembly production bonus from Assembly Analysis is now properly being applied to Engineering Calculators instead of Engineers.

Opdatering: 14. juni 2024 kl. 17:31

The Knid Special Event should now also be cancelled and get removed from the situation log when the Knids are destroyed.

Fixed the Void Dweller trait for machines so it no longer shows up during empire creation, and will only be available when building them as standard, non-gestalt Void Dwellers.

Further adjusted some of the civics related to the science jobs. For example, unity from leaders got a pretty big bump, since it just doesn't scale very much and in a lot of cases it's weird to want more than one Sociology Lab on any planet. Gestalt got the option to make researchers use food instead of minerals, so that they're finally not stuck as the only empire type that's just out of luck once they're out of minerals. Machines can increase pop assembly with Engineering Calculators, which is not quite as powerful as it sounds unless you're cool with having nothing but Engineering science on every planet.

Added a council agenda for the Heroism tradition tree. It's kinda handy in that it gives your leaders more trait options when they level up, and temporarily prevents them from getting as many bad traits.