Stellaris

Stellaris

AlphaMod 2.0
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Update: 18 May, 2018 @ 8:14am

This is a fairly chunky update but the new features are sparse. I've started a long overdue balance review of content, especially buildings. You are very likely going to find something that impacts your current save-game, no matter what you're playing, but it shouldn't mean having to abandon your current game.

The review is ongoing, which may also mean you find something off-balance compared to something else I haven't got to yet. This shouldn't bother 'roleplayers' but min/maxers/optimisers might be irritated. You're playing AlphaMod though, so hopefully you can deal.

There's a lot of attention going to making the various SRs in the mod more useful.

This update includes some new empire edicts you can spend wealth on, which you'll want to weigh against the benefits you get from the Wealthy Empire modifier.

Standardised Materials and Nano-alloys and Nano-plastics now provide a tiered empire bene as well. Tiers are 10/25/50/100. The bene for nano is split 50/50 with alloys and plastics, so you'll need 25 of each to get the tier 50 benefit, for example.

Lots of buildings that weren't restricted from machines now are and some of them will now go boom if a planet is occupied by a machine intelligence.

Several buildings that produced a guarenteed 1 SR no longer do and have had the production shunted into a production trigger so that the control over who actually gets it is much finer.

There's a lot of work going into triggered production overall, as I find that kind of intricacy more rewarding than always knowing exactly what a building will produce upfront. I want you to be discovering interesting impact from other choices you make and as usual, I'm not going to be documenting it.

Planetary bombardment now kills any trade routes on and off a planet.

The Food Hybridiser got a tier 0 building with no tech requirement, primarily to help the AI benefit more from exotic foods.

Update: 12 May, 2018 @ 8:28am

A system with a pirate military station left operating may now make some asteroids or barren planetoids habitable in the system. Now you can take the risk to leave one operating for a while, before swooping in to destroy it.

Update: 4 May, 2018 @ 3:18am

  • Added new selectable starting system: Homeworld with Moon.
  • Added new homeworld edict: Establish Moonbase.
  • If a homeworld has a barren moon, this edict can be used to immediately establish a colony on the moon.
  • A small pop growth penalty on the homeworld will be suffered, to represent the relocating of pops to this new moonbase.
  • The Refined Colonisation tech will also be received.
  • The edict will be removed if you research Refined Colonisation before using it.
  • Most exo buildings now have a tier 0 building.
  • Once you have the tier 1 tech for a particular exo building, you can skip building the tier 0 building. In fact, you no longer can build the tier 0 building.

Update: 3 May, 2018 @ 3:28am

  • Trade Stations can now be built on habitats, regardless of whether there is a trade-capable starbase in the system.
  • Trade Company now produces 2x Trade Goods instead of 1.
  • Luxury Vacations and Hypermall now require the empire to have a surplus of luxuries to build.
  • They no longer require Luxuries Manufacturing on the planet.
  • They now consume 1x Luxuries each.
  • Certain extreme factions can now be 'vanished' by empires with certain ethics. Vanishing a faction is baaad mmkay.
    It will upset worlds with that faction on it (or rather, had that faction on it) and have a serious impact on the opinion of empires who have actual morals.

Update: 1 May, 2018 @ 2:26am

More updating of integration with new Traders supplement.

Update: 30 Apr, 2018 @ 1:50am

Updated integration for new Traders supplement.

Update: 28 Apr, 2018 @ 4:07am

Back-end integration for new Traders supplement.

Update: 26 Apr, 2018 @ 3:49am

Fix for databank uplinks tech requirements no longer valid.

Update: 24 Apr, 2018 @ 1:25pm

Fixed stuffs that should be unlocked by Assault Mech Bay II.

Update: 24 Apr, 2018 @ 3:36am

- Expanded the bonus techs provided by ethics/civics at game-start.
- No, I'm not listing them. Have fun discovering what they are each time you start a new game.
- API: Moved global flag to game-start, rather than press-begin.