Stellaris
Electroids Species Pack (Stellaris 3.14)
Показані результати 11–20 із 33
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Оновлено: 11 лип. 2023 о 9:32

Electroids v2.15:
With the change of higher Electroid pop upkeep, I changed nearly all other Electroid traits.

Trait changes:
- Overheating = +100% pop energy upkeep removed, added +5% upkeep for researchers instead
- Dark Nucleus = +50% pop energy upkeep reduced to +25%, costs now only 1 trait point
- Extraterrestrial Physics = costs now only 1 trait point to make it viable like the Vanilla trait "Intelligent", can now not be used with "Natural Physicists" anymore
- Natural Ionisation = costs now 3 trait points (previously 2), its now better to use it from midgame on!
- Unstable Element = workers still produce -10% output, but specialists now +15% (previously +10%, because specialists have usually expensive upkeep)
- Optimal Conduits = +25% pop energy upkeep reduced to +10%

Оновлено: 10 лип. 2023 о 10:31

Electroids v2.14:
I improved some tooltips for the megastructure Aurora-Habitat.
It now mentions the 5 year construction cooldown.
Mentioned "Ignite Star" decision in the dependent origins to gain more black holes for the Aurora construction.

Оновлено: 10 лип. 2023 о 4:50

Electroids v2.13:
- The basic Electroid trait does not add 100% happiness anymore.
- Fixed a possible issue with consumer goods & food upkeep.

Оновлено: 8 лип. 2023 о 4:51

Electroids v2.12:
- Some small balance changes.
- Made some changes to the Stellar Devourers civic and its diplomatic & market limitations.
- Electroid pops have now more energy upkeep (2).
- The basic Electroid trait now informs the player Electroids can NOT be assembled (important for Hiveminds).
- Hivemind Electroids gain a +10% growth bonus instead of being assembled.
- Aurora-Habitat districts have now a higher energy upkeep. The industrial district requires now also 2 minerals as upkeep.
- Removed the "Clone Army" origin for Electroids, because they can not be assembled.
- Removed "Continental Preference" trait when starting with an Electroid origin.
- Fixed the galactic community options (joining) not appearing correctly.
- Fixed the wrong naming of the starting planet for Electroid origins.


To make some of the things above work, the following vanilla files/game rules have been edited/overwritten:
- can_release_vassal
- can_use_galactic_market
- can_be_part_of_galactic_community
- can_be_part_of_galactic_council
- event ID galcom.16
- origin_clone_army

Оновлено: 9 трав. 2023 о 8:50

Electroids v2.11:

- Changed bonuses of the basic "Electroid" trait & the "Overcharging" trait.
- Civic "Nuclear Anthem" - Decision increases district amount now by 0.5 each instead of 1 (from 90 to 45).
- Fixed text color of all traits.
- Updated the mod for Stellaris 3.8

Оновлено: 14 берез. 2023 о 10:59

Mod updated for Stellaris 3.7

Оновлено: 22 лют. 2023 о 1:45

Electroids v2.1:

- Using the Megacorp authority now provides "Commercial Relays" (trade) instead of "Star Relays" (energy) on Aurora-Habitats. Commercial Relays provide 3 clerks, but also + 1 merchant if you have the tradition "Commercial Enterprise".

- The Electroid FallenEmpire (Realm of Nova) got important changes:
They spawn now more fleets if an endgame crisis spawns and will continue to receive more until the crisis is over.

- Extradimensionals origin: Improved an event mechanic & added a window at gamestart informing the player about the available jumpdrives & NemesisDLC mechanic.

- Added an Electroid namelist.

- Civic "Stellar Devourers" - kinetic weapon damage debuff from -15% to -10%.

Оновлено: 2 лют. 2023 о 12:06

Electroids v2.0 - Hotfix2

Species modding should now work. Due a recent change it required a machine technology, which resulted in this unexpected issue.

Оновлено: 1 лют. 2023 о 11:54

Electroids v2.0 - Hotfix1

Ascension Perk "Burnout"
- Pops with the "Proton Decay" trait have now only a 10% chance to die every 5 years instead of 25%.

Оновлено: 29 січ. 2023 о 8:47

ELECTROIDS MAJOR UPDATE v2.0:

- 1 new perk (now 2)
- 1 new origin (now 5)
- 3 new civics (now 10)
- 4 new traits (now 11)
- 1 new FallenEmpire variant (Electroids)
- different fixes & improvements
- balance changes

FIXES:
1) Civic Stellar Devourer: -500 opinion modifier for all empires doesnt count for Fallen Empires anymore, so they stop the humiliate spam (still exists for Awakened or normal empires)
2) Fixed wrong name for the Avian shipset (was only a harmless visual bug).
3) Non Gestalt empires now dont receive the Ion Hydroponics Farm building at gamestart anymore.
4) The basic Electroid trait now adds the correct debuffs for normal worlds for ALL origins.
Starbases keep the FallenEmpire design to keep the look Vanilla friendly in case another empire conquers them.
5) Added new designs to megastructures for the 3 shipsets, currenctly only DysonSphere + ScienceNexus.
Stations stay the same, but have the glowing effects of FallenEmpires (would look weird if another empire conquers your glowing bases. And they are built with alloys).

REBALANCE:
Some traits got blocked for certain Electroid traits.
1) Trait Natural Ionisation => pops produce now 1.5 instead of 2 energy
2) Trait Optimal Conduits => pop upkeep (energy) from +15 to +25%
3) Trait Unstable Element => cost increased from 1 points to 2
4) Trait Overcharging => cost decreased from 2 points to 1
5) Trait Overheating => removed one negative upkeep effect, increased pop energy upkeep instead

Some civics got a change/rework.
1) Civic Stellar Devourers => Removed the ability to consume stars for pops (its now an extra civic), changed the icon, increased energy weapon damage.
2) Civic Industrial Electromagnetism => Alloy production changed to 5%.
3) Civic Nuclear Anthem
=> Decision cost for the capital increases each time using it.
=> Districts increases now by +1 instead of +1.5.
=> Can't be used for the Endless Horizon origin anymore (because its a black hole and not a star).

The main planet of Electroids received also a change. Also the default origin got finally an economy bonus.
1) Aurora-Habitats on black holes + Neutron Stars = Special districts cost now more, upkeep & buildtime increased.
2) Aurora-Habitats = Removed 5% pop growth bonus, lower construction cost.
3) Origin Empire of the Sun = Jobs produce now more energy (5%, because it didn' have any economy bonus like other origins in the game).

ADDONS:
NEW ORIGIN "Nebula of Creation"
Located in a nebula where multiple stars are being born.
Starts with different Electroid Species, each variant has an own set of traits.
Can not be Fanatic Purifiers or Gestalt (because they would purge the other species at gamestart).

NEW PERK "Burnout"
Unlocks a new trait (Proton Decay), which increases production A LOT... but makes the pop infertile. Those pops have a low chance of 25% to die every 4-5 years!

NEW CIVIC "Native Environment"
Unlocks a decision for Aurora colonies inside of nebulas (costs dark matter, increases pop growth + production).

NEW CIVIC "Starlifters"
Got the ability of StellarDevourers (civic) to eat stars.

NEW CIVIC "Source of Ignition"
Not for Electroid origins but for other Electroid builds, job output + pop growth increased for 6 months but higher pop upkeep outside of this time (6-6 month rhythm).

NEW TRAIT "Dark Nucleus"
Pops produce a small amount of dark matter, but +50% pop energy upkeep (2 points).

NEW TRAIT "Extraterrestrial Physics"
Pops produce physic research points, but +25% pop energy upkeep (2 points).

NEW TRAIT "Aurora Preference"
Can NOT grow on other worlds except Aurora habitats (negative trait, still blue icon) (-2 points).

NEW TRAIT "Proton Decay"
Only via perk, increaes output a lot but chance of dying every 5years (0 points).

NEW FALLEN EMPIRE
They are called "Realm of Nova" and their systems are located in a nebula. The main species is of course Electroid. One system contains a dyson sphere frame! They aren't aggressive, but have stronger fleets than usual.