Stellaris

Stellaris

EUTAB - Ethos Unique Techs and Buildings | Unofficial Update (3.14.X)
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Update: 19 Apr, 2023 @ 2:30pm

Forgot to add prereq to Hypercomputing Complex

Update: 19 Apr, 2023 @ 1:57pm

EUTAB Unofficial | Version 1.8.2

### COMPATIBILITY ###
* Updated the overwrites for the Supercomputer (building_eutab_foundation_institute_1 -> building_eutab_hypercomputing_complex)
* Updated eutab_has_research_building scripted trigger

### LOCALISATION ###
Github diff[github.com]
* Added tech_eutab_hypercomputing_complex
* Added tech_eutab_hypercomputing_complex_desc
* Added building_eutab_hypercomputing_complex
* Added building_eutab_hypercomputing_complex_desc
* Added EUTAB_SUPERCOMPUTER_UPGRADE_TITLE
* Added EUTAB_INSTITUTE_UPGRADE_TITLE
* Deprecated EUTAB_GENETIC_UPGRADE_TITLE
* Deprecated EUTAB_AFTERLIFE_UPGRADE_TITLE
* Updated modifier tooltips
* Updated TECH_UNLOCK_EUTAB_HABIT_DESC
* General localisation clean-up and organization

### FIXES & QOL ###
* Fixed the infinite supercomputer bug. Again. For realsies (probably).
* Institute Upgrade techs should now all be using the same loc key

### BALANCE ###
* (Building) Foundation Institute: Now only provides 2 Science Director & 2 Researcher Jobs (Down from 3 & 4)
* (Building) Foundation Institute: Gestalt jobs have been put into a separate building; The Hypercomputing Complex (See NEW-ish section)

### NEW-ish ###
* (Building) Hypercomputing Complex: +20% Researcher Output, +4 Brain Drone/Calculator Jobs. Upgrades from Supercomputer
* (Tech) Hypercomputing Complex: +1 Research Alternative, unlocks the above building

### POSSIBLE FUTURE CONTENT ###
* Vanilla-esque tradition paths for EUTAB ascension perks?
* Fun Fact: There are 357 lines of cut content in EUTAB Unofficial (99% of which were from the original EUTAB)
Github commit[github.com]

Update: 19 Apr, 2023 @ 10:05am

EUTAB Unofficial | Version 1.8.1

### FIXES & QOL ###
* Gravitomagnetic Forge now adds Catalytic Drones instead of Fabricators if you have the correct civic

Update: 16 Apr, 2023 @ 8:44am

EUTAB Unofficial | Version 1.8.0 "Gainful Employment"

### COMPATIBILITY ###
* Moved existing compatibility-related scripted triggers to a new file, eutab_compat_triggers.txt

### LOCALISATION ###
github diff[github.com]
* Modified sm_eutab_solar_tracker_desc (Removed the +3 Energy mention, moved it to custom_tooltip inside a station modifier)
* Modified sm_eutab_solar_tracker_desc_modifier (Reworded for clarity)

### FIXES & QOL ###
* Pops employed in EUTAB-specific jobs are now happy with their jobs and should resist the urge to shuffle to other jobs constantly
* Minor Noble jobs can now employ robots again
* Street Judge jobs now have increased weight if there is more than 35% crime on the planet and will have lower weight if below or equal to 35% crime (same behavior as Enforcers)
* Siphon Drone jobs now use the correct building icon
* Removed redundant job weight modifiers
* Added modifier_category = pop for EUTAB economic categories. Should help performance very very very slightly? Like, nanoseconds probably
* Caretaker Drones jobs now use the correct economic category (planet_eutab_caretaker instead of planet_administrators)

### BALANCE ###
* (Building) Automation Sector: Now costs 200 Rare Crystals with a 4 Rare Crystal Upkeep (Was 100 and 2 Volatile Motes respectively)
* (Job) Minor Nobles: Now turns 1.5 Consumer Goods into 3 Unity (was 1 and 2)
* (Technology) True Asemic Writing: Now reduces edict cost by 10% (used to increase edict length)
* (Technology) Right to Self-Realization: Increases edict funds by 15 (used to increase edict length)
* (Technology) The Golden Path: Reduces edict upkeep by 5% (used to increase edict length)

* The following changes were made to help the below EUTAB jobs scale better in late-game and modded games, and are experimental in nature
* (Job) Minor Nobles: Now inherits multiplicative modifiers from Administrator Jobs
* (Job) Caretaker Drones: Now inherits multiplicative modifiers from Administrator Jobs
* (Job) Master Biologists: Now inherits multiplicative modifiers from Researcher Jobs
* (Job) Xenoanthropologists: Now inherits multiplicative modifiers from Researcher Jobs
* (Job) Gladiators: Now inherits multiplicative modifiers from Entertainer Jobs
* (Job) Park Rangers: Now inherits multiplicative modifiers from Culture Worker Jobs

### UI ###
* Slightly changed GFX_custom_tech_1 attributes

Github commit[github.com]

Update: 8 Apr, 2023 @ 10:38am

EUTAB Unofficial | Version 1.7.1 "Additional Ethos Unique Vanilla Buildings"

### COMPATIBILITY ###
* Added Additional Vanilla Buildings' upgrades to EUTAB building overwrites (AVB handled this for the most part, still have to do minor conflict solving for some buildings)
* For any conflicts involving the Supercomputer and/or Research Institute, PLEASE make sure that the upgrades = { } Does NOT have building_eutab_foundation_institute

### FIXES ###
* Fixed incorrect category for building_nourishment_center (category = resources -> category = resource)

### BALANCE ###
* Frontier District now costs 75 Minerals (from 10, this is to avoid negative costs when playing with mods like Guilli's Technologies)

Update: 3 Apr, 2023 @ 11:00am

EUTAB Unofficial | Version 1.7.0 "Putting the 'Artificial' in 'Artificial Intelligence'"

### COMPATIBILITY ###
* From now on I'll try to use Ariphaos Unofficial Patch as a base for overwrites instead of vanilla when possible

### LOCALISATION ###
Github diff[github.com]
* Added building_eutab_dm_molecular_synchronizer
* Added building_eutab_dm_molecular_synchronizer_desc
* Fixed minor spelling mistake in tech_eutab_m_command_control_desc (appliations -> applications)
* Added missing £ symbols to civic_citizen_service_desc & civic_parliamentary_system_desc
* Added missing § symbols
* Modified sm_eutab_solar_tracker_desc to include the +3 EC per solar panel instead of a custom tooltip
* Modified sm_solar_panel_network_desc so it doesn't include the above change

### FIXES & QOL ###
* Added missing exists = owner checks
* Reorganized some triggers for buildings
* Removed the Gestalt-only check for the Mirror Array Reflection Techniques technology, which now requires the Solar Panel Network technology.
* The Solar Tracker & Parts Replicator are now aware of concepts like 'long-term planning' and can be queued if a Solar Panel Network/Shipyard is already in the queue
* The Geothermal Tap should now recognize artificial planets from other mods and refuse to be built on them

### BALANCE ###
* (Building) Hive Beta Node: Now increases Resources & Upkeep from jobs by 10% and 5% respectively
* (Building) Hive Alpha Node: Now increases Resources & Upkeep from jobs by 20% and 10% respectively. Additionally, increases Planetary Ascension Effects by 1%
* (Building) Local Expansion Node: Now increases Planetary Build Speed by 15% and Decision Enactment Speed by 20%
* (Starbase Building) Intelligence Bureau Office: Grants +1 Detection Strength if the First Contact DLC is active
* (Starbase Building) Deep Space Monastery: Now produces +4 Food/+6 Minerals if owned by a Lithoid Empire. Additionally, increases Starbase Building & Module build speed by +10%
* (Starbase Building) Automated Deep Space Armory: Now produces +5/+10/+15 Alloys if you've researched the advanced alloy foundry technologies (Holographic Casts & Nano-Separators)
* (Starbase Building) Cultural Freeport: Now provides +50% Automatic resettlement chance to every planet in the system

### NEW! ###
* (Building) Molecular Synchronizer
* Requirements: Command & Control Centres (Technology), Must be built on a Machine World
* Modifiers: +10 Mining Drone Jobs, +1 Mining Drone Job per 10 Pops

### FUTURE PLANS ###
* Orbital Ring versions of the Starbase buildings in the future
* Another pass of pop_jobs
* Traits? Original files have quite a few unused ones
* More DLC integration

Github commit[github.com]

Update: 21 Mar, 2023 @ 5:37pm

EUTAB Unofficial | Version 1.6.1

### FIXES ###
* Added some missing is_custom_tech_1 = yes
* Minor script cleanup
* Refixed the infinite supercomputer bug w/o having to overwrite the Supercomputer's potential block

# LOCALISATION #
* Renamed building_eutab_foundation_institute to building_eutab_foundation_institute_1 to fix the above bug

Update: 21 Mar, 2023 @ 11:39am

EUTAB Unofficial | Version 1.6.0 "Why are there so many techs"

### COMPATIBILITY ###
* Overwritten GFX_tech_entry_custom_tech_1_bg sprite to use a new image
* Overwritten TECH_IS_CUSTOM_TECH_1 localisation

### BALANCE ###
* All EUTAB techs now cost ~3x as much, and are now in-line with vanilla techs in terms of cost
* All EUTAB techs no longer have weight modifiers dependent on the number of years passed

### AI ###
* All EUTAB techs no longer have a 2x weight modifier for the AI

### UI ###
* All EUTAB techs should now have a custom color (green-yellow)

Github commit[github.com]

Update: 21 Mar, 2023 @ 6:30am

3.7.3 Hotfix

Update: 20 Mar, 2023 @ 5:28am

No longer overwrites solar_panel_network, additional energy from solar panels is now directly scripted into the Solar Conduit Generators.