Stellaris

Stellaris

Wiirlak Additional Civics & Origins [4.0]
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Opdatering: 3. sep. 2022 kl. 6:57

New :
Empire Specialization - Ascension Perks :
    Decrepit Fools :
  • Requirements : Kill a Fallen Empire
  • Unlock their techs, can create their fleets / Defensive Platforms (using an Edict) & buildings (Decision)

    Gaze long into the Abyss.. :
  • Requirements : 3 AP
  • Unlock the Abyss Seeker, a unique starbase building for black hole (+25 Physics & +5% Physics Research Speed; with techs, also Engineering / Society)
  • Having 3 double the production

    ..The abyss gazes also into you :
  • Requirements : 3 Abyss Seekers starbase buildings
  • +15% Research Speed
  • Grant access to the Shroud, if not already unlocked
  • Start the Horizon Signal event chain, if no one already started it (the tooltip updates itself to show if you will have it or not; AI/Gestalt can't have it)

    Lunar Applications :
  • Requirements : 2 AP
  • Unlock Decisions if the planet has Moons, any Decisions use moon capacity, base cost is 1000 Alloys :
  • - Lunar Industrialization : +10% Energy / Minerals / Food or +5% Alloys / Consummer Goods; cost 1500 Alloys; cost 2 capacity; 1 use
  • - Lunar Beauty : +5% Happiness / Amenities; cost 2 capacity; 3 use (subsequent use upgrade the initial choice)
  • - Lunar Labs : +5% Research; cost 2 capacity; 3 use
  • - Lunar Expansion : +1 District & Building Slot; +1000 Alloys per use; cost 3 capacity

  • Unlocked by Ascension Path, all cost 2500 Alloys & Energy, 5 capacity & 1 use :
  • - Lunar Clones : +5 Pop Assembly; Requires Evolutionary Mastery AP / Transcendence AP and gone Hive
  • - Lunar Factory : +3 Pop Assembly & +10% Housing; Requires Synthetic Evolution / Synthetic Age AP
  • - Lunar Shroud : 33% to shroud the moon, +25% Unity, double if moon is shrouded; Requires Transcendence AP / Evolutionary Mastery AP as a Hive and gone Psionic

    Lunar Weaponization :
  • Requirements : Lunar Applications AP & Mega-Engineering tech
  • Unlock Decisions following the same rules as the Lunar Applications AP; they are steps, requiring previous Decisions to be done; cost 1500 Alloys; cost 3 capacity & 1 use :
  • - Lunar Defenses : -15% Bombardement Damage & +20% Armies Defense Health
  • - Lunar Bunker : -35% Bombardement Damage & +50% Armies Defense Health
  • - Lunar Weaponization : -50 Energy / Alloys & -3 Districts for 2100 days, then it's ready and, upkeep -5 Energy / Alloys & -1 Districts
  • - Lunar Implosion : Destroy the moons, orbiting fleets, orbital ring, some orbital stations & ships; partially devast the planet & kill some pops; cost only 5000 Energy

    Federation Focus :
  • Requirements : Having a Federation
  • +50 Naval Cap, +20% Ship Speed & +10% Diplo Weight
  • Choose between one of the two, for the Federation benefit (it will stay in this Federation even if you leave) - each member taking the same choice multiply the effects :
  • - Pacifist : -30% Cohesion Lost on joining / Leaving / Ethics Penality & +25% Research Sharing; +10% Leader Diplo Weight
  • - Militarist : +20% Fleet Contribution +100% Naval Cap Contribution (force you to use more of your Naval Cap for the Federation, but it counts for twice as much); +10% Leader Diplo Weight (limited to 3 times)

    Ruin and Desolation :
  • Requirements : Homicidal OR Become the Crisis AP OR Has Destroyed 3 countries
  • -100% Purge Time & +50% Bombardement Damage
  • Pop Purged / Bombarded : 100 Unity
  • Planet Destroyed : 10k Unity
  • Country Destroyed : 150k Unity

    Mega-Engineering Perfection:
  • Requirements : Galactic Wonders & Master Builders Ascension Perks
  • +50% Megastructure build speed, +1 Megastructure Build Cap & 1 Special Project per Megastructure owned :
  • - Dyson Sphere / Matter Decompressor / Science Nexus / Mega Art Installation : +15% Production
  • - Strategic Coordination Center : +100 Naval Cap & +5 Ship Evasion
  • - Interstellar Assembly : +25% Diplo Weight & +1 Envoy
  • - Sentry Array : +25 Base Intel & +1 Encryption / Decryption
  • - Mega Shipyard : +150% Ship Experience Gain
  • - Quantum Catapult : +20% Range & -20% Spread / Windup Time


Balance :
    Prestigious Trophies & Esteemed Trophies - New Features :
  • Grant a Special Project for having at least 1 Relic from those category :
  • - Precusor Chain : Start another of the Precursor Chain, that isn't completed (no Baol / Zroni) & +5% Unity
  • - Archaeology Site : +15% Research Speed & +1 Minor Artifacts Monthly
  • - Guardians / Leviathans : +1 Influence & 5 Stability
  • - (End / mid game) Crisis : +25% Diplo Weight & +15% Ship Weapons Damage
  • - Galatron : +50% Unity
  • - Others (for compatibility reason) : +10% Worker Production
  • +5% Job Production if 3 categories are validated; +5% for each additional validated categories
-- You have the AP in your current game and want those benefits ? Use the command : event wiirlak_ac.5065
- Prestigious Trophies: Monthly Influence per Relic from +1 to +2


Fix :
- Cleaned some error.logs

Opdatering: 3. aug. 2022 kl. 9:00

New :
Civics :
    Adversity :
  • +5% Ship Damage & Naval Cap per Rival
  • +2 Rivals Cap
  • +1 Influence & +50 Unity per Rival


QOL :
- Options has been added to the Main Menu of the Empire Specialization, at the start of the game
-- You can access the event menu by using the command : event wiirlak_ac.5000
--- You can activate the Empire Specialization if you didn't at start, but only before the year 10 is reached

-- Ascensions Paths for the AI : can be turn ON / OFF - if changed during the game, it will stop new AI to do it, any empire that have already done it (or just started it) won't be affected

-- Civics Techs : can be set from 0 to 5 - if changed during the game, it won't deactivate the ones already gained, but it will stop any new from being proposed
--- Yes, it means the techs went from 2 to 5 max; default is 3

-- Galactic Community Resolutions : can be turn ON / OFF - if changed during the game, it won't deactivate the ones already gained, but it will stop any new from being selectionnable / proposed by the AI
--- Separated into 2 categories : the normal one, and the count one

-- Ascension Perks : can be turn ON / OFF - if changed during the game, it won't deactivate the ones already gained, but it will stop any new from being seen
--- Separated into 2 categories : the Power Projection one, and the Others


Fix :
- Fixes errors with modifiers and war ending (such as War Business Civic and Overlord Origin)
- Border Control Civic had Defensive Platform cost modifier not working
- Cleaned diverse errors in the debug logs

Opdatering: 18. juli 2022 kl. 11:53

New :

Empire Specialization - Ascension Perks :
    Wormhole Generator - New Features :
  • 3 Engineering techs have been added, they all increase ship speed, then MIA from the second tier, and finally, increase the effectiveness of the Quantum Catapult
  • 1 diplomatic tech is available to propose to create a wormhole pair with a Federation Member
  • - Limited to one project at the time per federation, and can only be done once per member (during the whole game, unless they also got the AP)
  • - Can be use with the AI, they will select a destination for you to make a wormhole pair, most commonly, their capital
  • - Both members have to pay 5 Energy during 2 years (time is the same as the normal one) and it can be done at the same time as the normal one

    Artificial Gravity :
  • Requirements : 1 inhabited Ring World OR 10 Habitats max size with 5 pops
  • Habitats / Ring World Decision, at 0 free district :
  • - +2/1 District, can be done twice (3 years, 2000/3000 Alloys, +1000 Alloys for the 2nd time)
  • - +3 Pop Assembly OR -25% Pop Housing Usage (3 years, 1500 Energy)
  • - +10% Job Production (3 years, 1500 Energy)

    Durasteel Curtain :
  • Requirements : Eternal Vigilance & Grasp the Void Ascension Perks
  • +5 Starbase capacity & +10 Defense platform cap
  • +50% Starbase(, Orbital Rings) & Defense platform Damage & Hull
  • For each owned starbases : Defense platform Build Speed +2% & Cost -0.66%
  • Techs :
  • - +2 Building +1 Module & -25% Upgrade Cost / Speed on Starbases (& Orbital Rings)
  • - Orbital Rings automatically fill their Defense platform slots, 1 per year to a max of 20
  • - Halve the Timer; max go to 50
  • - Defense platforms are disable not destroyed, then they automatically repair themselves after battle


QOL :
Wormhole Generator :
- The tooltip has been rewritten to be more compact as I added more text from the added techs.
- The AI now can unlock and use it, but very low chances.
- The Decision now has a message pop up when it's completed, it will show the 1st system selected - also works with the Federation Member.


Compatibility :
- Deposits that are added at game start are now pushed back by 10 days, so you won't lose them by some mod that change the planets at game start, or a few days in, like Real Space - New Frontier.
- Compatibility added for the Flotilla aura for the Titans / Juggernauts to the mod "BSW 3 : Balanced Space Warfare".


Balance :
- Less chance for Empires to change themselves while asking for the Empire Specialization - Ascensions Paths.
- The Flottilla Ship :
-- Auxiliary Slot from 1 to 2
-- Utility Slot from 2 to 3
-- +1 Weapons slot for all Sections


Fix :
- The Ecumenopolis Origin's deposit had its upkeep giving your ressources, instead of you paying for them.
- Modify the event wiirlak_ac.4191, hoping to fix a crash some users experienced.
- The Flottilla Ship :
-- Did not have a Computer slot, fixed
-- It had random auto-generated design, this will stop happening

Opdatering: 16. juni 2022 kl. 8:55

QOL :
- Both the Wormhole Generator & Colossal Warfare Ascension Perks are also now taken into account for the Empire Specialization - Ascensions bonuses; they all have 2 categories, like the vanilla ones.
- The Wormhole Generator Ascension Perk now has a failsafe if you could create a pair while never found a natural one (you were forced to found one so you could "explore" the one you created).


Balance :
- As the Celestial mining station starbase building did not seems to increase the gatherers stations output, I changed it into +15% minerals output for the inhabited planets in the system.
- The Wormhole Generator Ascension Perk now has a Engineering tech to unlock a starbase building in wormholes systems, to better protect it by greatly enhancing the starbase and its defenses platforms, and also a bit the allied ships


Fix :
- The error logs will not be flooded by the decisions from the Wormhole Generator Ascension Perk; hoping that fixes the crashes that some reported.

Opdatering: 11. juni 2022 kl. 8:20

Fix :
- Localization in other languages than english were broken

Opdatering: 7. juni 2022 kl. 5:20

New :

Empire Specialization - Ascension Perks :
    Colossal Warfare :
  • Requirements : Juggernaut / Colossus Technology or has unlocked the Star-Eaters
  • +250 Unity per Juggernaut, Colossus or Star-Eaters
  • +50 Unity per Titans
  • +50% Build Speed for all of them
  • +20% Naval Cap
  • +10% Fleet Diplo Weight

    Wormhole Generator :
  • Requirements : Wormhole Stabilization technology & 2 Ascension Perks
  • Unlock a Decision (=> can only be used on inhabited planet) to select a system, then repeat with a second Decision on another system, this will create a linked wormhole after 2 years, for 5k Energy


QOL :
- Hides the Ascension Perks if the Empire Specialization is not active.


Balance :
- The Lord of War AP have been setup so it counts into the AP bonus for Empire Specialization (Admin / Militarist).
- Offspring Corvettes benefit from the bonus from Swarm Tier 3, as they're corvettes.


Fix :
- Added a failsafe to limit the 5051 event "Power Projection" to once per country.

Opdatering: 15. maj 2022 kl. 14:29

New :
Civics :
Soul Forge :
- +15% Alloys & -30% Minerals from Metallurgist.
- Unlocks a Deposit giving +5 Alloys, +30% Industrial District Build Speed, +1 Unity per Metallurgist & the ForgeMaster Defense Army.


Fix :
- The Enlightened Civic was not supposed to be taken with Traditionless.

Opdatering: 14. maj 2022 kl. 8:49

New :
Civics :
Enlightened :
- +1 Ascension Slot; +1 more, in 20 years if taken at empire creation
- +5% Unity

Opdatering: 13. maj 2022 kl. 9:56

Fix :
- Forgot to add the localisation for the new content into the others languages (that's over 400 new lines); also add korean and japanese as they're now in the game.

Opdatering: 13. maj 2022 kl. 9:32

Updated to 3.4.2

New :
Flotilla :
  • +1000 Fleet Cap
  • Unlocks the Command Center Ship; limited to 1 at game start, gain +1 for every 250 Naval Cap (a tech will reduce the requirement to 200)
  • Titans & Juggernaut can also use the Aura, with a tech.
  • Every ship : -33% Evasion / Accuracy / Fire Rate / Speed; unless there's a Command Center Ship in the fleet, which change the maluses into a 10% bonuses & also grant +10% Armor & Hull Regen

Empire Specialization V6 - Power Projection - Resolutions :

TLDR :
- Adding about 5 resolutions per sub-categories, for a total of 33.
-- Final resolutions requires one of my AP, and only benefit those which own it.
- Adding 19 more resolutions to help more easily fill the conditions of the Empire Specialization - Power Projection Event Chain; they still grant you bonuses, but you will have to weight whether to pass it or not.


Diclaimer : as resolutions replace lower tier, to avoid unnecessary text I did not copy over all the modifiers, the rules is "if the same modifier is written again, then it overwrote the previous one" - Always count higher tiers having the lower tiers modifiers, even if they're not mentioned again. There are NO REPEAL for any of those !

Except for a +1 Planetary Ascension Tier to all Capitals, Finals always ONLY benefit owners of the AP, effects are about doubled.

  • Pops Count => +10% Population Diplo Weight, per tier
    Tier 1 : +25% Pop Growth & Assembly Speed
    Tier 2 : +1 Assembly & +5 Housing
    Tier 3 : +2 Assembly, +10 Housing & +25 Planet Carry Capacity
    Biological Specialization - Evolutionary Mastery AP : +100% Biological Assembly Speed
    Mechanical Specialization - Synthetic Evolution / Synthetic Age AP : +100% Mechanical Assembly Speed
    Final - Pops AP : +0.2 Influence per 100 Pops
    => You can freely switch between the Biological / Mechanical resolutions


    Reduce the Pops Power Projection condition by :
    Tone Down the Conditions : -100; +1 Assembly
    Easing the Conditions : -250; +2 Assembly
    Relieving the Conditions : -500; +3 Assembly


  • Fleet Power => +10% Fleet Diplo Weight, per tier
    Tier 1 : +20% Fleet Naval Cap & +30 Fleet Size
    Tier 2 : -10% Ship Cost & +25 Ship Build Speed
    Tier 3 : +20% Titans / +50% Juggernaut Hull
    Armada - Galactic Force Projection / Colossus AP : +30% Fleet Naval Cap & +100 Fleet Size
    Colossus Specialization - Colossus AP : Colossus +25% Hull / Speed / FTL Jump Range
    Final - Fleet AP : +100% Power Projection Influence


    Count in the Fleet Power Projection condition :
    Starbase : Starbases for 1k; -10% Starbase Upgrade Cost / +15% Speed
    Federation : Starbases for 2.5k; +25% Federation Fleet Contribution & +100 Naval Cap for Federation Members
    All our Might : Starbases for 5k; double previous effects, +200 Naval Cap, +5 Defense Plaforms & -20% Cost / +20% Speed


  • Monthly Research => +10% Tech Diplo Weight, per tier
    Tier 1 : +15% Research Production
    Tier 2 : +33% Research Production & +1 Alternative
    Tier 3 : +25% Research Speed
    Transcendental Research - Transcendence AP : +50% Research Production, +40% Research Speed & +10% Unity
    Final - Research AP : +0.06 Influence per Rare Techs


    Add X Unity as Research Points
    Unity 10%
    Unity 25%
    Unity 50%
    Unity 85%


  • Resources Production => +10% Economic Diplo Weight, per tier
    Tier 1 : +10% Basic Resources Production
    Tier 2 : +5% previous tier and +10% to Advanceds Resources
    Tier 3 : +5% previous tiers and +10% to Basics Strategics Resources
    Galactic Production - Master Builders / Galactic Wonders AP : +20% Megastructure Build Speed
    Final - Resources AP : +1 Influence per Megastructure
    If you have the Behemoth Builder Civic, no Influence gain, but instead double the Civic effects per Megastructure


    Include in the Resources condition :
    Advanced Resources
    Basic Strategic Resources
    Advanced Strategic Resources
    For every types of Resources that count into the conditions, gain +1% Production for all of those.


  • Diplomatic => +10% Diplo Weight, per tier
    Tier 1 : +1 Envoys
    Tier 2 : +15% Envoys / Council / Stance Diplo Weight
    Tier 3 : +2 Envoys
    Galactic Gratitude - Defender of the Galaxy / Galactic Contender AP : +15 Opinion for everyone, +30 if you have the AP
    Final - Diplo AP : -20% Diplomatic Influence Upkeep & -10% Claim / Starbase Influence Cost


    +1% Envoys Diplo Weight for each :
    Envoys 1 : Envoys in Federations, strengthening or undermining the Emperium
    Envoys 2 : Include Envoys harming / improving relations
    Envoys 3 : Include Spies


  • Relics Count => +5% Diplo & Tech Weight, per tier
    Tier 1 : +5% Research Speed & +15 Intel
    Tier 2 : +2 Archeological Skill
    Tier 3 : +1 Minor Artifacts
    Precursor Worlds - Relic World Owner : +15% Research & Unity Production
    Final - relics AP : +1 Influence per Relic World


    Count for the Relics condition :
    Planets : Tomb World as 0.1 & Relic World as 0.5
    Artifacts : Stocked Minor Artifacts as 0.01
    Secrets : Owning Secrets of the Baol/Zroni/etc.. and L-Gates grant 0.5
    +50/75/150 Unity per points of the condition


QOL :
- Every AP from my mod are also now taken into account for the Empire Specialization - Ascensions bonuses; they all have 2 categories, like the vanilla ones.

- Every buildings from the Empire Specialization - Power Projection, will properly show they're from there by having a unique text in the tooltip.

- Behemoth Builder Civic now can count any megastructure not blacklisted (instead of whitelisting) making it compatible with any mod-added megastructures.
-- Also, it nows start counting megastructures from tier 1, instead of last stage / restored, making it easier to gain benefit from it.

- Updated code for the Power Projection Event Chain, optimizing it and handling empires joining the Galactic Community after its creation.
-- They would still need to wait a year before starting it - to avoid breaking the "lore" of the event, they need to realise how empires made this a power show, before they would even consider doing it themselves.


Balance :
- In the Empire Specialization - Power Projection Event Chain :
-- The Pops Category has his threshold up from 500 to 1k.
-- The Fleet Category has his threshold up from 50k to 150k.
-- The Research Category has his threshold up from 3k to 5k.
-- The Resource Category has his threshold up from 5k to 10k.
--- The Resource Category don't count the Alloys / Consumer Goods.

- The Old Acquaintance Civic will now also start with contact to the Salvager & Shroudwalker Enclaves.
-- As a bonus, I managed to find a way to grant contact to all Traders Enclaves as well :)
-- +1 Mercenary Enclave

- The Fleet Communication Beacon building changed the bonus +25% Defense Army Damage to -15% Army Cost.

Planetary Defense Protocol :
- Start with a Tier 1 Orbital Rings, if host has the Overlord DLC (only the megastructure is locked behind the DLC).

Terraforming Candidate :
- Change -50% Terraforming Cost into -20%.

Fix :
- Rare edge occurence where buttons from the Empire Specialization - Ascensions bonuses were messed up (showing when not needed mainly).