Stellaris

Stellaris

!Stellaris Realism - Don't try with 2.2 yet - I'll update this name when it's ready!
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Update: 25 Nov, 2018 @ 5:03am

- Small fixes such as disabling machine empire buildings (until 2.2).
- Adjusted policy/ethic window to be larger while still suiting 1366x768 res.

Update: 24 Nov, 2018 @ 11:16pm

- Budget expenses were rebalanced to be relative to GDP instead of population. This means inadequate services will lower standard of living instead of locking the state into a deficit, providing services they can't cut further.

- Infrastructure no longer adds to debt, but is charged gradually via the infrastructure budget expense until the projects are paid for (the rate is 0.83% per month of pooled outstanding project costs).

- Fixed a population growth bug where planet growth sped up after 50 billion population.
- Boosted starting industry supply to be balanced with demand.
- Added a science policy that is the overall modifier of the effective research speed boost of science assets.
- Hid some unintentionally constructable buildings.
- Lowered budget expenses overall a little now that higher tax rates are generally not sustainable (they don't leave industry with enough wealth to expand).

Update: 23 Nov, 2018 @ 5:25am

- Added science system.
- Tweaked/fixed resource and defence sector growth.
- Added tons of tooltips.
- Fixed a typo that prevent the proper tax rate vs industrial growth relationship. Now high taxes kill industrial growth.
- Added approval hit to not lowering taxes when prompted.
- Ships using mod menu now spawn at capital.
- Ship costs doubled using the mod order system (still costs credits rather than minerals).
- A number of techs, traits and traditions now affect infrastructure condition decay (minimise it).
- Various other small changes and fixes.

Update: 16 Nov, 2018 @ 7:47am

Main additions were adding the infrastructure system and rebalancing industrial growth.

Update: 26 Oct, 2018 @ 11:38pm

- Added destroyer, cruiser and battleship non-shipyard spawns (prev upload only included corvettes).

Update: 26 Oct, 2018 @ 11:30pm

Update Beta 2.1

- Add frequency options for empire stats, deficit management and ship order popups.
- If empire has no shipyard, ship orders (via the mod's system) will spawn at a spaceport.
- Planet stats edict removed temporarily.
- Nexus production changed, vanilla megastructures now cost credits instead of minerals.
- Some UI changes.

Update: 25 Oct, 2018 @ 9:56am

- UI changes, including new summary screen and help menu.
- Reworked how and where industry grows.
- Expanded some events.
- A limited number of colonies develop into core worlds.
- Fixed full debt payment option.
- Added decay to ship production discount.
- Allow cancelling of ship orders.
- Added cooldowns to policy/tax/ship event prompts.
- Policy cooldown to 5 years.
- Surveying up from 5% to 20% of vanilla.
- Updated some policies.
- Adjusted infrastructure project costs to scale with empire.
- Megastructure updates.

Update: 16 Oct, 2018 @ 8:05am

Initial Upload

Update: 29 Sep, 2018 @ 7:50am

- Patched the GUIs as they spammed on load game (they weren't being closed properly).

Update: 16 Sep, 2018 @ 6:33am

Changes:

- New standard of living (sol) value affected by policies.
- New order mechanic - affects economic production.
- More balanced industry growth.
- Debt payment options.
- New laws for cloning, pop control, longevity, colonisation.
- Fair amout of tooltips added.
- Various small fixes etc.

All budget policies have effects:
- education now affects sol and research.
- healthcare affects sol and growth rate.
- welfare affects sol significantly.
- infrastructure affects sol and economic efficiency.
- general services affect sol.
- admin is a cost for empire size and population.
- military is now ship cost + rate of materials.