Stellaris

Stellaris

Electroids Species Pack (Stellaris 3.14)
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Update: 3 Nov, 2024 @ 9:37am

Electroids v2.4
Reworked all civics and many descriptions!

Civic Changes
Militaristic Symbiosis
- Added a new component to boost ships significantly
- If a ship with that component dies, increases hidden number until reaching maximum = pop dies
- Scales with ship size
- Changed modifiers.

Stellar Devourers
- Adjusted mechanics.
- Changed modifiers.

Industrial Electromagnetism
- Added a new building to add small alloys output to technician jobs.
- Changed modifiers.

Living Weapons
- Added a strong army type made out of energy & dark matter.
- Changed modifiers.

Mobile Solarflare
- Added a new edict for further FTL range.
- Start now with FTL Jumpdrives as research option.
- Changed modifiers.

Nuclear Anthem
- Changed modifiers.

Paralyzing Presence
- Changed modifiers.

Native Environment
- If Aurora isnt in a nebula, they have now a decision to create one!
- Changed modifiers.

Starlifters
- Reduced the Pop Growth penalty.
- Changed modifiers and added unity as reward when consuming stars.

Source of Ignition
- Changed modifiers.

Misc Changes:
- Civic Stellar Devourers can now be played as non-Gestalt.
- Rebalanced some civics & their councilors.

- Added councilors to all normal civics.
- Added Hive variants for all civics.
- Added missing megastructure icons for Aurora Habitats.
- Added a wormhole connection for the Extradimensionals cluster.

- Changed many tooltips & descriptions.
- Changed the initial size of Aurora-Habitats.
- Changed construction cooldown of Aurora-Habitats from 5 to 4 years.
- Changed the initializer systems for Extradimensionals.
- Changed tooltips of all traits & some of their modifiers.

Update: 29 Oct, 2024 @ 11:28am

Update: 15 Jun, 2024 @ 12:26am

- Fixed a wrong spawn modifier for the Electroid Fallen Empire "Realm of Nova".

Update: 14 Jun, 2024 @ 9:34am

- Fixed multiple issues with the Electroid Fallen Empire "Realm of Nova".
- Improved the tooltip of the basic "Electroid" trait.

Update: 31 May, 2024 @ 10:16am

- Fixed an issue with the leader lifespan of Electroids.

Update: 8 May, 2024 @ 6:33am

Updated mod for Stellaris 3.12.1

Update: 18 Nov, 2023 @ 4:06am

Electroids v2.31:

- Mod updated for the Stellaris 3.10 update.
- Fixed broken portraits and added a new variant.
- "Burnout" Ascension Perk has now a lower chance that pops die (10% -> 5%).

Update: 12 Sep, 2023 @ 1:17am

Update: 10 Sep, 2023 @ 6:49am

Electroids v2.3
Adds a new ascension perk & other changes.

New Ascension Perk - "Artificial Quasar":
This perk unlocks a new megastructure. Finish it to create a large energy sphere with tons of districts, pop production and growth bonuses.

Misc Changes:
- Added council positions for all permanent civics.
- Changed the fast animated white portrait because it caused lag on older hardware.

Changed Localisation (for translation mods):
- Added the category "# Artificial Quasar"
- Added the category "# Council"
- Changed civic_tooltip_elec_native_environment_effects (5% growth -> 10% for the correct bonus ingame).

Update: 25 Jul, 2023 @ 7:10am

Electroids v2.2:
This new version fixes & improes some things.

Balance Changes:
- Neutron star districts add now Priests instead of Bureaucrats when playing as spiritualists.
- Ascension Perk "Burnout" - Now adds 2 trait points.
- Civic "Militaristic Symbiosis" - Now +25% shields.
- Civic "Industrial Electromagnetism" - Extra job energy upkeep reduced to +5%.
- Civic "Paralyzing Presence" - Removed the armor damage debuff.
- Trait "Electroid" - Got back the ability to use the vanilla traits "Strong" and "Very Strong".
- All Electroid starbases how now an energy model like their ships.
- Hivemind bonus from +10% to +30%.
- Fixed an issue where modded Electroid Hiveminds did not receive the growth bonus (requires now to be gestalt to get the bonus).
- Fixed Electroids being able to follow Cybernetics and similar paths.

Civic "Stellar Devourers" Changes:
- Can now only be used when playing gestalt. This is due technical limitations of the game & to ensure mod compatibility.
- Reason = Non Hivemind Devourers caused too many side effects with other mechanics of the game & I don't want to overwrite half the game.

Overwrites now the following Ascension Perks:
- ap_the_flesh_is_weak
- ap_hive_worlds
- ap_arcology_project
- ap_organo_machine_interfacing
- ap_synthetic_evolution

Changed Localisation (for translation mods):
- Added requires_electroid_origin