Stellaris

Stellaris

AlphaMod 3.0
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Update: 13 Jun, 2021 @ 5:04am

  • Added dependencies to .mod that should theoretically force AlphaMod below Traditional Thinking and UIOD in the load order.
  • Preserved blockers now increase max Nature Reserves districts.
  • Nature Reserves district swapping decision now adds a new deposit just to increase max Nature Reserve districts. Compatibility with other mods over-riding deposits, wassat?
  • Reviewed economic category modifier generation to remove unused modifiers to reduce error.log spam. Because you should. Use hashes to future-proof and don't force the use of unecessary sledgehammer compatibility mods.
  • Added a new base economic plan designed by the genius behind StarNet. It's bloody good. Cheers sir for the contribution.
  • Did an optimisation pass on potential, allow and destroy clauses of buildings to improve AI economic development of colonies, and to increase visibility of when and why they can and cannot be built.
  • Did an optimisation pass on allow clauses of districts to improve AI economic development of colonies.
  • Revised scripted trigger buildings_simple_allow further, to reduce the number of empty building slots.
  • Reduced number of jobs provided by a few buildings.
  • Improvements to decisions potential and allow clauses to increase visibility of when and why they can and cannot be used.
  • Reduced number of jobs provided by a few decisions.
  • Added some experimental defines over-rides to try and improve AI planetary development, because empty building slots and unemployment are just pants-on-head stupid.
  • Unemployed robots and slaves should now take auto-generated servant jobs, regardless of whether they have a particular droid trait or a special slavery category. Unemployed robots and slaves will always make no sense.
  • AI slavers will now pretty much always use indentured slaves, and indentured slaves can now take Enforcer jobs.
  • A subject's foreign offices should now be exclusively available to open by their overlord.
  • Re-implemented several of EDAI's emergency planet decisions to help the AI sort out some of its worse economic failings on colonies.
  • Re-implemented EDAI's starbase development system and increased its scope, so the AI is less likely to have a network of totally useless starbases.
  • Gestalts can now use the auto-build-building policy for outposts.
  • Did not add compatibility with UIOD.
  • Made these change notes more extensive than they really needed to be to prove a point that didn't need proving, but that's totally me.
  • Did not neglect really boring contract work to do this instead.

Update: 19 May, 2021 @ 8:46am

  • Added new origin, Star Claimers, for early game ROFLstomping or being ROFLstomped.
  • Re-worked research costs and tier progression for several of the megastructures that have research unlocked by Ascension Perks.
  • Relaxed requirements to build Orbital Habitat Rings, but they may only be built around homeworlds and capitals with 70 or more pops.
  • Added Federal Trade Gateway megastructure (originally in Foreign Affairs) and tightened up requirements, to stop the AI spamming them.
  • Added art for the Orbital Atmosphere Injector and Orbital Habitat Ring.
  • Added art for early stages of the Research Nexus.
  • Immigration Center and Family Clinic access requirements considerably relaxed.
  • Added new building, Organ Bank, unlocked by cloning. Start building pops, slowly, without Vats.
  • Added new building, Biochemicals Lab. Boost society research with biomass and exotic gases.
  • Added some buttons to Planet View to reduce the need to hunt through decisions.
  • Added button to army tab for toggling spawning of police garrisons.
  • Added auto-resettlement toggle button next to Resettlement button.
  • Added Employment Review button to jobs tab.
  • Experimental fix for starbase armaments not matching up with equipped starbase modules.
  • A few localisation fixes. More to come.

Update: 14 May, 2021 @ 2:36am

  • Added new edict Clear Biomass Stockpile.
  • Added new edict Clear Ice Stockpile.
  • Added new planetary decision Greener Goods.
  • Added new planetary decision Fuels Boost.
  • Added category filters to the top of the Decisions panel.
  • Categorised all the mod's planetary decisions, so the new buttons work.

Update: 8 May, 2021 @ 4:14am

  • Compatibility update with latest Stellaris beta.
  • Potential fix for an issue with mandatory swapping of Industrial Districts to Corporate Arcologies for corporate authorities.
  • Habitat districts reviewed and some issues fixed.
  • Added two new buildings that consume natural fuels and biomass - Transport Hub and Surplus Reseller.

Update: 6 May, 2021 @ 3:09am

  • Fixed AI's use of colony designations to make some actual sense.
  • Integrated supplement Foreign Affairs.
  • Fixed a localisation bug introduced yesterday. Oops.

Update: 5 May, 2021 @ 11:01am

  • Added back-end compatibility support for Traditional Thinking.
  • Improved slave-based AI economies and crime handling by making them use Indentured Servitude, so they can have Specialists and Enforcers. Colonies full of worker only slaves. Yeah that'll be just fine. FFS.
  • Improved a bunch of vanilla scripted triggers for handling of unemployment by the AI. Seriously, if there are vacant jobs for slaves, and you aren't domestic slaves, bloody well take them anyway. Or, you know, be a servant. Because, look, unemployed slaves makes no bloody sense what-so-ever.
  • Tweaked basic economic plan to make more sense as well. Yes Mr. AI, early research is nice, but not if the rest of your economy is in the toilet and your population is saying f*** it to any job that isn't brainiac spod Researcher. The queues outside research centres are getting outta hand.
  • Added tighter restrictions on the building of many districts and buildings for the AI, since it clearly has no clue when to bloody well not build s*** it doesn't need. No, you don't need another Industrial District when you have a Minerals income of less than zero, and no you don't need another Research Centre when you have no Consumer Goods. *facepalm facepalm facepalm*
  • Allowed up to three factory and forge buildings on a colony with no exclusivity. Because how I implemented Industrial Districts made more sense anyway, and the AI in vanilla has lost all hope of ever having a decent income of consumer goods or alloys.
  • More fixes of economic AI along the same lines. I gave up logging them after a while. Yes, it's that bad again.

Update: 2 May, 2021 @ 9:47am

Stable update. Left beta.

Update: 29 Apr, 2021 @ 10:16am

  • Fixed an issue with number of districts not being displayed when colonising, with a butt-ugly work-around. not = { exists = owner } in allow clauses. Yes, really.
  • Started work on getting the AI to stop spamming buildings because it just loves spamming buildings.
  • Many of the mod's buildings that were uncapped are now capped.
  • Added new decision, Expanded Suburbia, that replaces City District clerk jobs with housing and amenities.

Update: 26 Apr, 2021 @ 11:02am

Review/overhaul of resource chains and economy begun. Expect changes in a current game to employment and resource surplus and deficits.

Stuff to watch out for:

  • Fuels Processors are now Fuels Technicians, are now categorised as Technicians rather than Miners, and no longer produce natural fuels. Instead they consume them and produce energy and minerals.
  • Fuels Power Plants now provide Fuels Technician jobs, and also increase all Technician energy production of a colony.
  • Natural Fuels Extractors increase the production of natural fuels by Miners on a colony, and no longer provide processor jobs.
  • Farmers have no base biomass production. Instead, relevant Ice production buildings on a colony and policy determine their biomass production.
  • Actinides Utilisers are now Nuclear Technicians, and are categorised as Technicians.
  • Actinides Mines increase the production of actinides by Miners on a colony, and no longer provide utiliser jobs.
  • Nuclear Power Plants still provide Nuclear Technician jobs, but also increase all Technician energy production of a colony.
  • Miners now have their production of natural fuels and actinides increased by relevant planet modifiers and mining/extraction buildings.
  • Renewable energy sourcers have been rebalanced.
  • The empire modifier from Comms Rating now includes extra Envoys the higher it gets.
  • The effect of low and high amenities on a colony has been rescaled.

Update: 22 Apr, 2021 @ 4:18am

Restored the correct over-rides to vanilla starbase buildings.