Stellaris

Stellaris

Not enough ratings
Stellaris feat. Gobbi
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
20.246 MB
1 Mar @ 5:02am
16 Jun @ 11:50am
10 Change Notes ( view )

Subscribe to download
Stellaris feat. Gobbi

Description
Full change is in mod in logCrean.log
Principally change:
1.0 Stellaris Feat Gobbi
  • Improved AI budget – smarter in deficit situations
  • Can sell up to 100 minor artifacts (was 50)
  • Various AI and economy optimizations

    Ascension Perks
  • Shared Destiny: Removes loyalty penalty
  • Archaeoengineers: Better bonuses to archaeo-buildings (e.g., more shields)
  • Transcendent Learning: Adds extra trait to new leaders

    Buildings & Districts
  • Slave Processing: +20% slave output (was 10%)
  • Embassy: Build anywhere, +10% diplomatic weight
  • Production buildings increase resource cap
  • Military Academy increases army build speed

    Casus Belli
  • No humiliation CB if attacker/target is homicidal

    Components
  • Crisis Hive stronger
  • Regeneration weaker (due to x5 ship health)
  • Ship aura bombardment: +75% (was 30%)
  • Fire Control: +10 accuracy (was 5)
  • Hyper Drives: Speed scales with component level
  • Special weapons (Amoeba, Mining Laser) cost food/energy/minerals, not alloys
  • Strike craft have upkeep
  • Disruptors regenerate shields & improve bombardment
  • Missiles and torpedoes boost damage and bombardment
  • Energy Lance II improved
  • New components: Hyperdrive IV, Crystal Armor III & IV

    Council Agendas
  • Some agendas activate faster
  • “Open Markets” enables temporary use of Trade League policy
    New Agendas:
    • Feudal Shift Pursuit: Subjects adopt your ethics
    • The Last Resistance: Build emergency fleet at economic cost
    • Gears of War: Lower pop resettlement cost

    Country Start
  • Start with 30 in Physics, Society, Engineering (was 10)
  • Start with 10 Unity (was 5)

    Planet Decisions
  • Luxury boost cost now scales with population
  • Robots can build without population controls
  • Machines cannot discourage growth
    New Decisions:
    • Automate luxury boost if resources available
    • Incorporate planets for automatic luxury boost
    • Release single-planet vassals
    • Mass resettle 10 or 20 pops
    • 10 special decisions to upgrade feature-rich planets

    Game Rules & Defines
  • Debris resource yield: 25% (was 10%)
  • Jump drive cooldown +50%
  • Status quo: 12 months (was 24)
  • Federation penalties and cohesion improved
  • Reduced death chance for generals
  • Faster policy/truce/govt changes
  • Stronger penalties for tech/tradition via empire size
  • Naval capacity base 100 (was 20)
  • Faster spy network & resolution speed
  • Recharge rates lowered (shield/armor/hull)
  • Manual last-pop resettle cost 50 (was 200)
  • Conquest modifier duration reduced
  • Command limit max 300 (was 500)

    Deposits
  • Fewer empty tiles
  • Dark Matter = mining deposit
  • More alloys, research spawns
  • Living metal can spawn in asteroids

    Diplomacy & Economy
  • Galactic Community costs 0.25 Influence + 2 Energy
  • War costs 1 Influence
  • AI can't form large federations
  • Must be neutral or worse to declare war

    AI Economic Plan
  • AI behaves like a competent player

    Edicts & Campaigns
  • Better mining/research edicts
  • Auto-sell relics
  • Military edicts scale with used naval capacity
  • AI-only edicts to improve performance

    Espionage
  • Easier operations and tech stealing

    Federations
  • Federation leveling is 50% faster

    Fallen Empires
  • Only 2 Fallen Empires? No machine empires to trigger War in Heaven

    General Game Rules
  • Can claim systems only adjacent to own/ally/claimed
  • Subjects can be released (if machine individual)
  • Always allowed to resettle (limited cost)
  • Occupied planets increase exhaustion
  • Unconnected systems self-destruct after 1 year unless jump drive is available

    Civics
  • Machine Terminator: Ship upkeep -1%
  • Machine Spybot: +100% observation
  • Feudal Realm, Technocracy: +1 Unity per Researcher

    Councilors
  • Unity bonus: +3% (was 2%)
  • Research councilor: +3% research speed

    Megastructures
  • Gateways build faster (last phase uses dark matter)

    Observation Missions
  • Higher research output

    AI Personalities
  • Warriors more aggressive
  • New “Peaceful Researcher” personality

    Planet Modifiers
  • More variety, fewer planets without any

    Policies
  • Resettlement policy: Now “limited” with 200% cost
  • Economic:
    Military: -25% upkeep, +war influence
    Civilian: +25% upkeep, +war influence

    New Automations:
    • Starbase auto-builds (anchorage, hydroponics, solar)
    • Auto-resettle unemployed pops
    • Integrate edict for found nice location furnace, dyson sphere, Nanite Harvester, ice mining and Quantum Catapult get code for search by sba.

    Faction Types
  • Imperialists now get bonuses when using >75% naval capacity

    Origin Adjustments
  • Void Dwellers: Arcane replicator stronger; bonus alloys if not using consumer goods

    Jobs
  • New job: Archaeologist

    Ship Templates
  • Battleship: 2 Large utility slots when have hangar bow
  • Cruiser: 2 Medium utility slots when have hangar
  • Corvette: New template, no point defense
  • Science ship: Has point defense
  • Starbase: Hangar replaces medium turret

    New Ships
  • New ship type: Carrier – high hangar capacity

    Starbase Buildings & Modules
  • Orbital buildings cost Influence
  • Curator buildings: 10× output
  • New strong buildings (e.g., elite academy)
  • Shipyards boost repair, +2 naval cap
  • New modules: PD battery, ion battery, defense post
  • Better orbital rings, starting starbases include listening post
  • Orbital ring nobles give noble jobs

    Technology
  • Better automation tech
  • Weapons/armor tech boost army
  • Housing 2 is now rare
  • Paradise dome: +1% amenities
  • New techs for envoys and power
  • Updated navy doctrines
  • 10+ new technologies

    Traditions
  • Discovery: Tree reshuffled, "Faith in Science" now requires full unlock
  • Synthetics: Maintenance protocols give +10% trade value

    Traits
  • Manufacturer trait gives trade value & amenities
  • General Commander: +10% starbase damage (was 5%)

    War Goals
  • On war loss, gain bonuses (e.g., pop growth or cheaper ships)
  • New war goals: Open Borders, Open Borders Long

    Other Adjustments

    Ship Stats
  • +500% ship HP for longer battles
  • Cruiser, Battleship, Titan upkeep doubled

    Modifiers
  • Population control limits assembly rate
  • Bonus envoys for having 8+ empires
  • Game speed bonuses (early/mid/late)
  • Galaxy size affects ship speed

    Starting Bonuses
  • Ships start with XP (to avoid build delay)

    Fixes

    Scripted Triggers
  • Fixed various logic triggers (gate builders, thinkers)
  • Optimized crisis flag

    Events
  • Fallen Empire humiliate cooldown: 20 years (was 10)
  • Crisis immunity to humiliation from Fallen until level 4
  • New meteor storm events
  • Easter Egg: Pandora World with Na'vi
  • Utility messages: Terraforming and Arcology Project alerts