Stellaris
Rise of Cosmic Industry BETA
103개 중 1~10개 표시 중
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업데이트: 2024년 10월 29일 @ 오전 10시 23분

업데이트: 2024년 9월 11일 @ 오후 9시 28분

업데이트: 2024년 7월 12일 @ 오후 10시 03분

Fixed machine autofab farms producing negative energy and exotic gases

업데이트: 2024년 7월 5일 @ 오후 12시 41분

The edict to expand a trade fleet no longer has the cost on itself, to avoid edict cost reductions.

Trade Fleets no longer cost CGs if you don't otherwise use them.

AI trade fleets will now be automatically expanded every time it returns to the source planet, if the empire can afford it.

Fixed being able expand a trade fleet more than the cap.

Added a line to the Bolster Cargo Fleet event about how it will reopen.

Added a periodic recheck of how many cargo fleets you have in case they get nommed

업데이트: 2024년 5월 25일 @ 오후 2시 02분

Autofab now inherits Farmer modifiers properly

업데이트: 2024년 5월 19일 @ 오후 9시 02분

Autofab now inherits Farmer Exotic Gas Production modifiers, so the bioreactor works properly with autofab farms now.

업데이트: 2024년 5월 19일 @ 오전 11시 02분

Autofab now inherits Farmer Energy Production modifiers, so the bioreactor works properly with autofab farms now.

업데이트: 2024년 5월 7일 @ 오전 9시 22분

Updated to 3.12

Autofab modules on habitats now cost 0.2 alloys for upkeep, like the districts

Autofab energy modules on habitats now properly use up Habitat Energy District cap

Autofab mining modules on habitats now properly use up Habitat Mining District cap

업데이트: 2024년 3월 24일 @ 오후 10시 09분

The edict to add more trade ships to existing trade fleets now requires you to have just a trade fleet, instead of an active trade route.

The edict to add more trade ships to existing trade fleets now multiplies cargo capacity instead, since paradox decided multi-ship civilian fleets is bad.

The edict to add more trade ships no longer fucks the name.

업데이트: 2024년 2월 27일 @ 오후 12시 36분

Updated to 3.11