Stellaris

Stellaris

AlphaMod 2.5
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Update: 8 Mar, 2020 @ 12:31pm

Bug fixing.

Update: 6 Mar, 2020 @ 1:41pm

Lithoid bug fixing.
Added decision to increase automation of farming districts.

Update: 25 Feb, 2020 @ 4:43am

Updated thumbnail. Thanks for the undocumented change there, PDX launcher team! Love from the Stellaris modding community. You pillocks.

Update: 25 Feb, 2020 @ 4:29am

Minor bug fixes.

Update: 24 Feb, 2020 @ 2:35pm

Updated for Stellaris v2.5. Cleared out error.log.

Update: 29 Aug, 2019 @ 2:53pm

Hotfix. Removed experimental influence cost increase of outposts.

Update: 29 Aug, 2019 @ 4:25am

  • Added new strategic resources: Comms Rating and Logistics Rating.
  • Stockpile doesn't matter. Income is what matters with these resources.
  • Income determines a scaled empire bonus to admin cap, for Comms Rating, and naval cap, for Logistics Rating. Check your empire window to see the modifiers.
  • Scale is 1, 2, 5, 10, 25, 50, 100, 150, 250, 500. For example, a Comms Rating of 12 would give you an admin cap of +10, and you need a Comms Rating of 25 to then get an admin cap of +25.
  • Several buildings and starbase buildings now produce Comms Rating and Logistics Rating.
  • Reduced job provision from a few buildings.
  • Optimisation of job weight evaluations for performance.
  • Please note there may be some severe job shuffling and unemployment when loading an existing save.
  • Added some AI only 'disasters' for end-game reduction of over-population. These may become optional mini-crises for the player as well in a future update. They are environmental collapse, core collapse and galactic exodus.
  • Environmental Collapse: Exactly what it sounds like. A planet's environment rapidly collapses over a period of a few years. The ecosystem dies. The atmosphere is exhausted. The AI will make attempts to evacuate the planet.
  • Core Collapse: A planet's core begins to collapse, eventually imploding and then resulting in the planet exploding. The AI will make attempts to evacuate the planet.
  • Galactic Exodus: A mysterious 'urge' grips the populace of the planet - an urge to leave the galaxy.
  • Added new alternatives to ejecting pops from planets for some ethics. Spiritualists can send out pilgrims to spread the faith. And yes, culling populations is now available to the nastier rulers.
  • More work on trying to save AI machine empires from economic deaths in early-game.
  • Tweaked AI energy budgets as they were over-spending on the market, a major cause of early economic death.
  • Over-rode gateways to improve restrictions on the AI, and to start work on re-implementing an ascension perk for next update, hopefully.
  • Optimised health-checker rate for better performance in late-game. It doesn't need to go off so regularly on AI empires that have made it that far.
  • Allowed some civic benefit revisions to creep out of Civic Virtues into the core mod. Obviously they're undocumented for the core mod, so enjoy finding them.

Update: 21 Aug, 2019 @ 4:02am

Back-end updates for Civic Virtues.

Update: 13 Aug, 2019 @ 11:23am

  • Added Community District swap for Xenophiles - Cultures.
  • Added Community District swap for Materialists - Campuses.
  • Added new worker job - Student.
  • Reworked the Comms Relay to no longer provide an admin bonus. This was to work-around the annoying UI spam, and I'm working on a scaling bonus that will be applied as an empire modifier.
  • Revised Naval Cap bonuses from starbase buildings, to reduce the UI spam issue. Again, I'm working on a scaling bonus that will be applied as an empire modifier.
  • Added new buildings - Automated Mining, Automated Generators and Automated Farms. They do exactly what you'd expect. Produce resources, without providing jobs. You can use them when you have surplus jobs, but they're primarily for use by an incompetent AI that is struggling to fill building slots.
  • Fixed (worked around) a vanilla bug where an AI would tank its energy by hiring every single admiral it could. In order to assign an admiral to the Nanite Space Dragon Baby it domesticated. That can't have an admiral assigned to it. Yeah... thanks for that PDS.
  • Completely disabled AIs doing gene-modding.
  • Completely disabled AIs selling slaves.
  • Placed considerably stronger restrictions on AIs resettling, and using the market.
  • Tweaked AI budgeting for starbase modules and buildings, to try to improve them using them further.
  • Added several new colony designations for various ethics - Worship World, Labour World, Market World, Nature World.
  • Over-rode Martial Law and Population decisions so the AI uses them effectively.
  • Fixed some default policy options so starting economy is less likely to be in the gutter.
  • Improved AI ability to switch economy focus, when at war/not at war, between alloys, CGs and research.
  • Fixed AI spamming housing districts when it has devastation.
  • Fixed habitats so they can be built around a star, and on a deposit with a station. Because that stopped the AI ever making specialised habitats.

Update: 4 Aug, 2019 @ 9:11am

  • Changes to Law Enforcement policy.
    Credit: Jim_Cardassian.
  • Rare Metals can now be orbital deposits.
  • Rare Metals and Precious Stones now have some uses other than vendor trash.
    Credit: Endovior.
  • Hotfixed AI spamming the new buildings.
  • More revisions to orbital deposit distribution, to increase need for Generator and Mining Districts.
  • More improvements to AI economic development, including more interest in expanding CGs and Alloys production.
  • More improvements to AIs filling out and upgrading starbases.
  • I even got them building defence platforms again!
  • More fixes for AIs spamming districts.
  • Added new very rare orbital resource, Amalgal Matter. Grab it when you can and exploit it with a special starbase building. This mysterious material will be expanded on in future updates.