Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires 3.0
Showing 51-60 of 65 entries
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Update: 16 May, 2020 @ 3:11am

Patch 3.1.4c

  • Changed many pathway technologies' weights from 1 to 0, significantly limiting their ability to show up as researchable without events or projects.

Update: 16 May, 2020 @ 2:42am

Patch 3.1.4b

  • Fixed Wargoals Peace offers from 2.7

Update: 16 May, 2020 @ 12:41am

Patch 3.1.4a

  • Investigative Fix

Update: 15 May, 2020 @ 11:28pm

Patch 3.1.4

  • Fix for Machine Habitat appearances

  • Investigative Fixes for 2.7 loading issues.

Update: 13 May, 2020 @ 12:44am

Patch 3.1.3

  • Updated to 2.7.1

  • Fixed Crisis event popups

  • Changed many edicts and campaigns to fit in with 2.7.1

  • Temporary fix for Habitat appearances.

Update: 7 May, 2020 @ 1:33am

Patch 3.1.2

  • Improved Original City sets and ships

  • Lost Technologies event chain renamed

  • Added planetary decisions to make Xeno Preserves for Xenophiles.

  • Changed some technology weights so people inclined to cheat can at least see all the technologies of ZoFE.

  • Corrected several localisation issues.

Update: 16 Apr, 2020 @ 12:10am

Patch 3.1.1

  • Ascended Xenophobe, Xenophile and Authoritarian should now get some governments

  • Ascended Empires may now declare Total War against Default Empires. Not sure why you would though?

  • Improved War in Heaven event.

  • Incorporated Diplo stance change from 2.6.3

Update: 13 Apr, 2020 @ 12:01am

Patch 3.1.0

  • Beacon of Prosperity civic rebalanced to provide +100% Trade Value and +100% Diplomatic weight from Economy

  • Industrial Juggernaut civic rebalanced to provide +25% Alloys and Consumer Goods production, and +25% Diplomatic weight from Economy.

  • Masters of Technology now provides +25% Diplomatic weight from Technology.

  • Galactic Superpower now produces +25% Diplomatic weight from Fleet power instead of +25% Ship Build Speed.

  • Fixed Ascended Empires and Lost Empires not being able to conquer primitives.

  • AI would no longer be able to learn Dark Matter Power from their Ascended Empire neighbour if they have the Enigmatic Engineering Ascension Perk, even if they have open borders to them. Previously they could learn it as long as the borders are open.

  • Removed Living Metal, Dark Matter, Zro mining tech requirements from synthetic resource buildings since some people do not have access to them in the galaxy.

  • Adjusted text spacing for the Dark Matter events.

  • Removed 'prerequisites' of Rejuvenate Society from the Societal Ascendance technology. This will now be solely dictated by event spawn.

  • Hedonists will now spawn 100 years after end-game, up from 75.

  • Rejuvenate Society event now has a MTTH of 5 years, down from 10 years, so people can get their hands on the Unity Ambition sooner.

  • Added coding infrastructure to support Lost Technologies in future submods.

  • Added experimental targets to Ascended Empires against other AE, AFE, and default empires.

  • Adjust minimum navy for Ascended Empires to go to war to 0.2, down from 0.5. This should result in more aggressive Ascended Empires.

Update: 9 Apr, 2020 @ 12:53am

Patch 3.0.6

  • Decreased the number of artifacts needed by the AI before they try to unlock Dark Matter Power from 100 to 75.

  • Removed +10% Unity and Influence gain from Ambitons of Power technology, a rebalance for at a future submod.

  • Decreased stations output bonus from Dark Matter Manipulation from 25% to 20%.

  • Overclock Automated Buildings now require the technology for Class-4 Singularity, instead of Dark Matter Manipulation. It doesn't make sense to have the decision before you get any automated buildings.

  • Edited some texts in the ascension projects and techs to be more consistent.

Update: 7 Apr, 2020 @ 1:21am

Patch 3.0.5

  • Added a new planetary decision: Overclock Automated Buildings, which increases Automated Buildings output by 20%

  • Ascended Rogue Servitors and Assimilators are now able to terraform Gaia worlds.

  • Escorts and Battlecruisers may freely be built on any level of Megashipyard.

  • Introduced a cap on Fallen Titans. Max 100 Titans in the Empire, You get to build 1 per 100 naval cap.

  • Added minimum upgrade costs to FE defense platforms.