Stellaris

Stellaris

Sensible Late Game Techs
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更新:2023 年 5 月 23 日 @ 上午 8:55

On playtesting, "Turf War" seems not to work for some reason. This removes it, but if I can find a simple fix for it, I'll add it back in, since unlike "Hostile Takeover", "Turf War" should be open for use by and against criminal heritages too.

更新:2023 年 5 月 22 日 @ 下午 1:03

Added some corporate war types.

The first is "War on Crime", which you can declare on any Criminal Heritage after they plant a branch office in your territory. If you achieve victory, the offending corporation must close ALL branch offices everywhere, and they lose the "Criminal Heritage" civic. Previously, I was trying to tackle the issue of how annoying this civic could be by using code related to vassalage, but the behind the scenes stuff related to vassalage was all over the place, and sometimes even changed between patches, so it really just doesn't work. The war goal is very direct, very intuitive. You declare it, you win the goal, you neutralize the problem.

There's now also "turf war", which allows you to declare war on another corporation if you and they both have holdings in the same country. It has a lower surrender requirement than vassalage and you don't need to significantly overpower your rival to use it, so in those times when you really want that monopoly and someone else is in your turf, but you can't just take their entire country, you can declare a turf war. If you win, you get 100 influence, their holdings get booted from any nation you also have holdings in, and they lose all their influence along with getting the "humiliated" modifier. They CAN start building branch offices again, but the war result will give you a chance to make more gains and shut them out of the better planets until you're ready to truly put an end to it. If you or they obtain a total monopoly in any nation, then you can't use this wargoal, but that's the advantage of focusing on one country to the point of monopolizing it.

The Transcendent trait also got an update for gestalts, as their situation with council members is a bit more awkward and has some extra requirements.

更新:2023 年 5 月 21 日 @ 下午 7:36

The Covenant decrees for the galactic emperor can now be taken to completion, since they no longer irrationally demand that you be looking back at the old times, back when you had the previous resolution. Oh, those times were better alright. The old ways were best. Traditions mattered then! But we can move forward now.

更新:2023 年 5 月 20 日 @ 下午 5:02

Added some army/defense techs to better fill out the society techs in the upper tiers. Mainly, I got tired of my frontier orbital rings being blown up by the Unbidden even when the rest of the defense was successful. These new defenses don't add notable guns.

更新:2023 年 5 月 20 日 @ 上午 8:50

Updated carrier platform and Lunar Carrier reactors so they'll stop throwing errors about not having a default design.

Made a slight change to the tech tier code to hopefully make it more stable.

更新:2023 年 5 月 18 日 @ 下午 7:20

Female councilwomen now have the same gender-neutral names as all of this mod's male councilors!

更新:2023 年 5 月 17 日 @ 下午 8:36

Reduced the number of techs required to advance to the next tier in a few tiers that had a smaller number of techs. Just want to get some buffer room for the event misfiring.

更新:2023 年 5 月 17 日 @ 上午 10:39

Heroism now only provides +1 skill level to leaders, and the tooltip which was supposed to tell you about that is now properly displayed.

更新:2023 年 5 月 16 日 @ 下午 6:38

Added one new society tech to tier 6 and tier 7. Since the techs are no longer botlenecked, it's easier to clear them all. Engineering and Physics are both fairly well populated, but society doesn't have much yet.

Adjusted the "transcendent" leadership trait again. I think it'll be hard to know where to put this until a balance patch to the main game, but for now, generals add 3 defense armies to all planets and the ruler adds +10% edict fund instead of a very silly +15 edict cap. Adding defense armies might be worse than a +15% to army damage in many defensive cases, but I thought maybe it's more useful in the case you take Unyielding, since then all of those armies are generating a little unity. Ground wars aren't happening all game, but unity generation is!

Added the "Self-Proclaimed" civic, which you can take after taking any civic which makes edicts more attractive. It adds some new edicts and the councilor increases your edict cap by a percentile amount.

更新:2023 年 5 月 15 日 @ 上午 11:44

The Colossus can now equip the "overhauled" Juggernaut gear, providing an incentive to invest in them for sake of having a giant military station and not just a laser that blows up planets.

Star Eaters now have access to advanced generators, but I didn't give them access to any unusually advanced weapons or armor since they pay nothing for them, and the thing that balances those very large ship parts is that they cost more than what some nations are worth to build. Star Eaters would only be bonkers powerful, for free!

Bio Titans should now automatically upgrade to their microgate equivalent reactors. In theory, armor and shields should now both automatically upgrade to specter armor at once, but I've had some trouble with that in the past - hopefully it's working.