Stellaris
Ecology Mod
Показані результати 71–80 із 103
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Оновлено: 15 січ. 2019 о 12:45

Ranger Update
- Stewardship placeholder event reworked into the National Park event.
- National Parks add Park Ranger (or Ranger Drone) jobs that are similar to culture workers, but don't require consumer goods and reduce pollution slightly.
- Wildlife Preserve also gets a ranger job and Wildlife Sanctuary gets 2.
- Both events have been rewritten slightly, and you now have the option to turn them down.
- Event flags shuffled around a bit to hopefully minimize some of the unpredictable nature of random numbers with Stellaris. Hopefully this means the events are seen in proportion to what is expected in the code.
- No restart required to see these changes.

Оновлено: 14 січ. 2019 о 9:05

Space Age Pollution
- Planetary blockers on capital worlds add pollution to the planet.
- Capital worlds that used to have 2 industrial wastelands now have one urban wasteland for variety (and easier pollution calculations).
- Initial pollution calculation performed after all galaxy generation is complete, making it more accurate on the first year.
- Ecologically sensitive environments (tall grass prairies, old growth forests, and peatlands) are now more tempting to clear, as they hold strategic resources. [Requires a new game]
- Added some graphics to the new planetary edicts and fixed some of their localization.

Most empires will start at moderate pollution, which negates the initial 5% stability bonus for capital worlds, but doesn't really impact habitability. Clearing blockers quickly restores that stability loss, and building waste management (which is unlocked at the start now) can earn you a stability bonus very early on. This should give you a little more early game cost-benefit options.

Оновлено: 13 січ. 2019 о 9:34

- Ecologists no longer crash the game after several hours of play.

Оновлено: 12 січ. 2019 о 19:02

Waste Buildings Updated
- Waste buildings used to upgrade alongside the buildings that increase efficiency of your districts and provide passive bonuses. Now you start the game with the first tier and can research the second and third tier with the manufacturing buildings.
- Waste buildings no longer provide passive bonuses. Instead they provide an increasing number of jobs.
- The waste manager now provides a small amount of alloys and consumer goods from recycled trash, but gives less unity.
- More art updates as well as other visual improvements.
- More balance changes to pollution.

Оновлено: 12 січ. 2019 о 8:48

Welcome to the Ecology Mod beta test. It's time for testing.
- Graphics fully replaced.
- Pollution is generated quicker and is less forgiving than before.
- Tools to handle pollution are slightly more effective overall.

Оновлено: 11 січ. 2019 о 18:55

Ecology Mod is now in beta.

- Graphics updated. More to come.

Оновлено: 8 січ. 2019 о 12:25

- Wildlife Preserve can now upgrade into a Wildlife Sanctuary over time.
- Climate Change and Environmental Collapse simplified and made a little more punishing, including the possibility to make your planet barren.

Оновлено: 7 січ. 2019 о 11:55

- Civil Engineering decision lets you remove unwanted modifiers that might appear from mild pollution events.
- Environmental Engineering decision lets you remove unwanted modifiers that might appear from moderate pollution events.
- Gargbage World decision finally has an icon.
- More bugfixes

Оновлено: 7 січ. 2019 о 9:39

Ecumenopolis Update
- Arcologies have 1 waste worker per housing district just like other planets.
- Ecumenopolises might suffer from heavy pollution because they're completely urban, but they don't get many of the environmental events that come from pollution.
- Tip: Due to their high populations and focus on manufacturing jobs (which don't pollute as much as primary industry), they really benefit from waste disposal buildings.
- Tip: They really benefit from trash worlds as well.

Оновлено: 6 січ. 2019 о 16:54

- Arcology Housing Districts now have waste workers / drone jobs.