Stellaris

Stellaris

Solar Flare
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Update: 8 Jan, 2023 @ 5:45pm

Update 12: big
Very Big Update(tm), adding and changing a whole bunch of stuff
balance should hopefully be better, most APs have icons now, thanks to Bread from the gigas discord (you are a very good loaf), and there are now APs for most fanatic APs

Changes:
Industrialist/Anthropocentric:
Path we Forge now has another decision, Pave the Way, to add district and building slots but reduce rural district slots and habitability.
Forge a Path decision now also has blockers to boost CG and Alloy output as well.
Beauty of Industry now makes Path we Forge blockers increase unity output, happiness, and amenities.
Masters of the Mechanical renamed to Mechanical Mastery, to avoid overlap with materialist and spiritualists' respective mastery APs.

Ecologist/Ecocentric:
Path of Nature renamed to The Paths we Follow, reducing name overlap with Beauty of Nature
Paths we Follow now no longer completely nullifies district slot reduction from blockers, only decreases it by half, and also increases blocker clear cost and time per blocker, however provides double the rural district slots.
Environmental Efficiency description updated slightly

Materialist:
Masters of the Material AP reworked, now functions more similarly to spiritualists' Masters of the Immaterial, if you have more research output than an enemy that you have less than neutral relations with and either neighbor or have a spy network in, they get debuffs to their research speed, happiness, governing ethics attraction, and unity.

Competitive:
Privatized Piloting now provides less ship build cost reduction, and the reduction is capped at -50% (now it's harder to get free ships)

NEW STUFF:
Gestalt:
Cyberhive authority from Evolved now has access to the Ascension of Will AP from solar storm, and has a new unique AP, Ascension of the Steel, which reduces pop energy upkeep, increases mechanical assembly speed, and lets you integrate pops to increase districts and amenities.

Fanatic Ethic APs: I've noticed in testing that i almost always go with a spread of non-fanatic ethics, to get access to more of the powerful solar storm and flare APs. So, i decided to make fanatic ethic APs to make fanatics a bit more attractive.

Industrialistic Exploitation:
Increases resources from jobs and building slots and provides free CGs and Alloys depending on how many alloy and CG jobs you have worked or unworked, but drastically decreases habitability and increases job, building and district upkeep.

Ecologist Harmony:
Decreases a bunch of upkeeps, increases habitability, and provide resources based on planetary features, blockers, and free districts, but decrease building slots, housing, and resources from jobs.

Materialist Progress:
Increase gene-modding and robomodding trait points and picks, increase research alternatives, and provide research speed per researched technology (this effect is taken from masters of the material, which is why it was reworked), but increase pop CG upkeep and amenities usage and decrease unity gain.

Spiritualist Faith:
Increase spiritualist attraction and edict fund, decrease pop amenities usage and edict upkeep, and provide unity output and spiritualist attraction per spiritualist pop, but decrease research speed.

Competitive Capitalism:
Increase trade value from jobs, pops, and in general, decrease market fee and slave market cost, provides resources from jobs based on trade value, but decreases worker happiness and monthly unity, and increases pop CG upkeep.

Cooperative Communism:
Decrease pop housing usage, amenities usage, and empire sprawl, increase worker happiness and political power, and increase resources from jobs based on pops, pops with shared burdens or utopian abundance living standards count for more.

Militaristic Warmongering:
Increase ship and army damage and power projection, decrease claim influence cost and war exhaustion gain, and increase resources from jobs, trade value, and ship build speed for destroying enemy ships, winning space battles, and conquering worlds, but decrease envoy improve relations and trust growth.

Pacifistic Peaceloving:
Increases stability, unity, pop happiness, decreases pop empire sprawl, and provides resources from jobs, trade value, and amenities based on time spent at peace, but decreases ship and army damage, army morale, and increases war exhaustion.

I don't yet have fanatic APs for the other ethics, as i am struggling somewhat for what to scale their bonuses off, any suggestions for these are very welcome

Update: 3 Oct, 2022 @ 8:23pm

Update 11: Balance, fixes, decluttering.
Massive balance changes, mostly nerfs:
Industrialist/Anthropocentric:
Path we Forge's decision no longer costs unity, this puts it in line with every other decision in both this mod and Solar Storm.

Ecocentric/Ecologist:
Path of Nature's decision now costs 25 influence and 500 of each basic resource to enact, up from 10 and 150
Path of Nature's decision now takes 180 days to enact, up from 120
Environmental Efficiency's building and district upkeep reduction reduced to 25% from 40%
Beauty of Nature's basic happiness bonus reduced from 10% to 5%
Beauty of Nature's Natural Appreciation now has less effects by itself, but provides more Environmental Appreciator jobs

Competitive:
Privatized Piloting now provides half the naval capacity and 1/5 of the diplomatic weight from fleets

Cooperative:
Many Appendages makes Light Work's Class Cooperation effect now gives 0.25% happiness per pop, rather than 0.1%

Materialist:
Masters of the Material now only gives 0.25% research speed per technology, rather than 0.5%

Liberal/Libertarian:
A Voice For All now gives citizen pop happiness rather than pop happiness

Bug fixed:
Pluralist's Through Adversity to the Stars' United through Stability effect no longer scales exponentially with how many planets you have (turns out i put some code in the wrong place, oops)

Decluttering, misc changes and fixes:
If a modifier would show up an not have any effect, it now simply does not show up (no more ubercluttered modifier bar if you have many appendages make light work)
Fixed up some loc issues
Path of Nature's Followed Paths modifier now checks far more frequently, this should hopefully significantly reduce the amount of randomly disappearing districts

Update: 20 Sep, 2022 @ 10:20pm

Update 10.1: ai go brr, part 2
AI now has weights for decisions and policies.

Update: 20 Sep, 2022 @ 8:09pm

Update 10: AI go brr
Added basic ai weights to the ascension perks added by this mod.

Update: 20 Sep, 2022 @ 1:18pm

Update: 19 Sep, 2022 @ 9:29pm

Update 9: Pluralism for the win!
The Pluralist/Egalitarian ethic now has 3 all-new ascension perks, meaning that every ethic now has a full suite of 3.
New APs:
Adaptive Leadership:
+10% worker output
+5% specialist output
+3 leader pool size
-25% leader unity cost
+25% leader XP gain

Finding a Home:
-75% pop demotion time
+75% automatic resettlement chance
+10% worker happiness
+10% unemployed pop happiness
+25% pop growth from immigration

Through Adversity to the Stars:
+1 pops when starting a colony
+50% colony development speed
Gain 2 Pioneer jobs on planets with less than 10 pops
Grants access to a decision to add Housing and Amenities to a planet temporarily, at the cost of influence, energy and minerals
Gain Unity based on Stability of colonies, amount given scales with time since game start

Update: 18 Sep, 2022 @ 3:51pm

Update 8.1: little addition
Made Evolved's Private Metallurgist and Private Artisan jobs count for Beauty of Industry's amenity-granting effect

Update: 18 Sep, 2022 @ 2:47pm

Update 8: FREEEDOOOOMMMMMMMMMMMM and common goals
Common Goals moved over to Cooperative ethic (the resources from jobs effect happens with other cooperative empires as well)
Path of Industry's blockers now reduce habitability by 5% rather than 10%, as it was too punishing
Path of Nature now checks blockers and adds districts far more frequently, this should hopefully reduce the amount of accidentally destroyed districts
New AP for Liberal/Libertarian:
A Voice for All:
+50% ethics shift chance
+5% happiness
+100% worker political power
+50% specialist political power
-50% ruler political power
+50% diplomatic weight from population
+0.5 stability per happiness above 60%
-0.5 stability per happiness below 60%

Update: 17 Sep, 2022 @ 12:32pm

Update 7: Cooperating with appendages
New AP for Cooperative: Many Appendages make Light Work:
Class cooperation - for each pop of each stratum on your worlds, pops of that stratum on that world get +0.5% output and +0.1% happiness
Unemployed Building Contribution - +5% Planetary Build Speed per unemployed pop
Soldier Cooperation - +1% Ship Build Speed, +0.01 Base Megastructure Build Speed and -1% Orbital Bombardment Damage per soldier job

Update: 14 Aug, 2022 @ 10:59pm

Update 6.1: *Actually* nerfing privatized piloting

Correctly halved the ship build cost bonus, it turns out i missed this because i am be do dumb