Stellaris

Stellaris

Wiirlak Additional Civics & Origins [3.14]
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Update: 19 feb 2022 om 3:32

Balance :
Empire Specialization - Ambition :
- Buffed all of the Advanced Ambition - it's a unique, important and limited choice.


Fix :
Empire Specialization - Ascension Specialization :
- Swarm Tier 3 event would pop up at every corvettes build, it's now a hidden event, as it was intended.
-- Also fix the localisation for it.

Update: 17 feb 2022 om 12:36

Balance :
- Some Weight for techs and AI weight on some buttons.

Update: 16 feb 2022 om 12:34

New :
Empire Specialization V4.2 :

Empire Specialization - Economy Specialization :
- The first basic ressource an empire get to 1k, will receive a permanent bonus to it.
- Same for the basic strategic ressource to 25, but a bit better.

Empire Specialization - Science Specialization :
- The 1st science to 1k, will have a bonus in this category, and let you choose a bonus into any of its field.

Update: 15 feb 2022 om 9:44

New :
Empire Specialization V4.1 :

Empire Specialization - Ascension Specialization :
- The last tier of Terraforming Mastery had his main feature missing, it has been added.
-- Ability to terraform Toxic and Molten worlds, by using an edict.
-- This feature has also been added to the Advanced Ambition : Planet Sculpting.


Balance :
Slingshot Origin :
- Slingshot price has been adjusted to be 250 energy x numbers of starbases.
- Also sending all fleets is more expensive for each fleet present; still better than using it multiple times.

Empire Specialization - Ascension Specialization :
- Swarm Tier 3 : Has been reworked to better fit the theme, now corvettes will have a way better fire rate while other ships would receive a malus.


Fix :
- The tooltip for the Government Reform Civic, the Megastructure last choice was incorrect; it did not display the bonus from the previous tier.
- Zro Manufacturer Ai Weight has been fixed, it should use it now.
- Fixed some localizations.

Update: 11 feb 2022 om 8:11

New :
Empire Specialization V4 :

Empire Specialization - Ascension Specialization :
- For every Ascension Perk you take, your empire will specialize into 2 categories : Administration, Defensive, Megastructure, Militarist, Planet & Technological.
- This will unlock a choice between uniques modifiers for each categories : only one can be taken from a category; the unselected categories will still be availaible next time another perk from this category is taken.
-- For every 3 perks of the same category, the proposed modifiers will be upgraded to tier 2 (they don't remove the tier 1 you already taken).
--- The 1st time a 3 perks modifier is taken, you will unlock the tier 3 : it will be a even better modifier - ONLY ONCE PER GAME !


Balance :
Government Reform :
- Influence Price when skipping the choice, has been reduced from 50 to 25.

- Megastructure Option :
-- At level 3 : Keep the bonus from level 2.
-- The option is also availaible if there're any megastructures in your empire.


Fix :
- Empire Specialization - Psionic to Hivemind : had their civics missing after the transition.

Update: 6 feb 2022 om 5:27

Balance :
Government Reform :
- Megastructure Option :
-- At level 2 : Gateways Alloys Cost: -40%. Apply as a refund, don't apply for construction site.
-- At level 3 : Megastructure Alloys Cost: -25%. Apply as a refund, don't apply for construction site, not for Gateway or Habitats.

Update: 4 feb 2022 om 7:04

New :
Celestial Expansion Civic :
- Unlock the Celestial Mining Station that let you expand any of your planets up to 3 times, by consuming asteroids and broken world in the system.
- +5% Jobs Minerals Production


Slingshot Origin :
- Unlock the Slingshot starbase building that let you slingshot any of your fleets to any others owned starport (or higher) that don't have a Slingshot.
-- Start with 1 installed on the capital starbase, but can be dismantle and rebuild wherever.
-- If the starbase is lost to ennemy force, they can use it, but they can't build it, only using the one you lost to them.
- Start with a build cap of 1, can be expanded to 3 by techs.
-- If you ever got more than Slingshots than you're supposed to have (gain in war, for exemple), you can keep them BUT you will have a +50% Starbase Upkeep for every Slingshots over cap (apply for other empire too).


Balance :
Space Age Origin :
- Gain the possibility to unlock the Slingshot by tech; but unlike the specific Origin, you can't gain the others techs.
-- Made to help the Space Age a bit, as it can be very slow to traverse your territory with it.


Fix :
- Ecumenopolis had his flag wrongly setup. Only fixed on new game.
- Techs from Space Age were in Physics category instead of Engineering.

Update: 23 jan 2022 om 6:01

New :

Empire Specialization V3.3 :

Empire Specialization - Ascension Completion :
- Bio / Psionic : While completing the step 1 "Population" has been updated to be more interesting :
-- Cost of this step has been increased from 10k to 15k research points (for Synth / Machines too).
-- You will have an additionl event to better tailor your empire : It will let you choice between 3 different trait to add.
-- After completing the whole project, one last follow-up event will happened : Choice between different traits to add, one of each tier : Major, Minor and Ancient.


- Synth / Machines Path : now always have the Terraforming project :
-- It will turn an inhabited, non-terraforming / terraform candidate barren world (if there are any availaible) into a Unique World.

-- Synth : Once completed, it will be a Machine World and colonized automatically. It has good modifiers.
--- After completing the whole project, one last follow-up event will happened : Rewarding Unity, some Influence and 2 last modifiers.

-- Machines : Once completed, it will create an AI World with some good science deposit and you will also receive a unique modifier. Gain some Unity and Influence too.
--- And every Machines Worlds will turn Relic World.




Balance :

Empire Specialization :
- When doing the terraforming project, if you did not had enough energy, it would take influence to compensate; value has been adjusted from 100 to 50.
-- The terraforming event completion has his own event to be clearer of what happened, and then, the final event pop-up.


Fix :

- A crash was caused by an IA with the Planetary Management Civic, when it was using the Habitability Decision. I'm not 100% sure I fixed it, so warn me if it happens again.
- A trait had a non-working modifier, so the modifier has been removed.
- Can't start the Empire Specialization event / Special Project a second time by picking another AP before completing the project; or by selecting 2 AP before selecting which choice to follow on the event.

Update: 20 jan 2022 om 8:21

New :

Empire Specialization V3.2 :

Empire Specialization - Ascension Completion :
- Psionic path added :
-- Gain a unique powerful modifier, and some Unity (was already present in last update)
-- OR an enormous amount of Unity but restructure completly your government ! (NEW !)
-- In case you're curious about this "reform" : Change your Psionics Empire into a Psionic Hive Mind !

- Psionic Hive Mind is a new path option, for Hive Mind, modifications to your government are way more minimum than the Biological Path

- In both cases, they will receive most of the psionics techs.


Fix :
- One of the modifier has a wrong % applied.

Update: 18 jan 2022 om 12:09

Fix :

Timing for Empire Specialization has been changed to the correct value; not the debug version.