Stellaris
Ecology Mod
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Actualización: 27 FEB 2019 a las 4:25 p. m.

Obligatory hotfix for new feature
- Fixed an error with event generation for environmental ethics event.

Actualización: 27 FEB 2019 a las 12:58 p. m.

Environmental Ethics Update
This is the last major feature for Ecology Mod! It's been quite a ride, but from here on out expect only small features, optimization, compatibility improvements, bug fixes, and of course updates to the latest patches.
- Once late game starts, there's a chance every year for your empire to ask you to develop an environmental ethic to guarantee indefinite growth going forward.
- Each ethic gets its own unique event with its own unique mechanic for dealing with pollution into the late and post game. Megacorps, Hive Minds, and Machine Empires also get their own (though megacorps can choose one from their ethics as well). Machine Empires can choose to forego the environmental ethic entirely if they want.
- Once the special project is complete, you'll get an empire modifier that gives you a new way to reduce pollution. This modifier cannot be changed, even if you change ethics later.
- There are a number of other bug fixes and tweaks in this update as well, including changing the default recycling policy to energy recycling. Also, the AI should be able to handle overconsumption and suburbanization a little better. There are many other small quality of life changes as well.

Actualización: 22 FEB 2019 a las 4:20 p. m.

- Localization corrections for new waste worker production.

Actualización: 22 FEB 2019 a las 3:30 p. m.

The Great Nerf
With the coming of the junkyard and the growing flexibility to add waste management with more ranger jobs, it's become overwhelmingly apparent that waste worker jobs can be used to dramatically reduce the management of energy, minerals, and amenities. They provide a lot of value doing everything they do on top of all the pollution reduction. So they are being brought in line with other jobs.
- Waste handlers and drones by default only produce 1 amenity and reduce pollution.
- The energy recycling policy gives them 1 energy production.
- The (default) materials recycling policy gives them 1 minerals production.
- Hive Minds get a food recycling policy that gives them 1 food production.
- The product recycling policy gives them +1 amenities.
- The waste disposal policy increases their pollution reduction by 50% (-10 waste).
- Civics and traits that gave a +2 bonus to managers and overseers now only give a +1 bonus to them.
- Waste Managers and Waste Overseers now only provide 2 Amenities (down from 5).

Waste management should now feel more like an investment instead of just a shower of gifts. The plus side to this nerf is that it actually opens up some interesting gameplay choices and with the addition of junkyards should make waste management feel like a more interesting mechanic.

Actualización: 22 FEB 2019 a las 11:41 a. m.

Junkyard Update
- New building added: Junkyard.
- Junkyards add 2 waste handler or waste drone jobs. They have an upkeep of 1 energy.

You can now spam waste workers on your worlds if either you're choked with pollution or have specialized into waste worker production and want to use more of them instead of other jobs. These buildings can help you out on larger worlds and should make things a lot easier for those of you using mods that increase planet and population sizes dramatically.

Actualización: 22 FEB 2019 a las 10:11 a. m.

- Fixed hive and nexus compatibility with Living Space mod.

Actualización: 22 FEB 2019 a las 10:08 a. m.

- Collapsed burrows only appear on worlds that actually have burrows.

Actualización: 21 FEB 2019 a las 6:12 p. m.

- Incorrect scope in overpopulation check fixed.

Actualización: 21 FEB 2019 a las 4:51 p. m.

- Localization fix for overpopulation, including a standard pessimistic quotation from a prominent thinker. See if you can find them sprinkled all over the mod.

Actualización: 21 FEB 2019 a las 1:54 p. m.

Overpopulation Update
- Added an Overpopulation effect when you have homeless pops that further increases pop growth and increases emigration.
- Homelessness now has a small chance to generate slum towns, which left unchecked, can grow into slum cities. These are added as blockers that provide a small amount of housing and criminal jobs in addition to producing a small amount of pollution. Criminal jobs also produce pollution.
- Hive minds instead have small a chance for their burrows to collapse if they don't have enough housing for drones, removing a pop and putting it behind a collapsed burrow blocker. These generate pollution as well.
- New event images for certain climate events, environmental events, pollution events, urban sprawl evens, and the slum event.
- Fixed some display errors in the localization files.

Now that Ecology Mod deals with natural disasters, overconsumption, and overpopulation, I feel like it addresses all the core issues relating to environmentalism. From here on out I plan to mostly just improve the balance and aesthetics before considering this out of beta.