Stellaris

Stellaris

[2.1] Stellar Expansion
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Update: 13 Dec, 2016 @ 5:39pm

2016-12-13:
Minor tweaks for balance.

-Repeatable techs are now marked as Tier 3, to match the base game.

Building - Diplomatic Hub now costs 350 Minerals, generates 0.5 Influence, and has +10% Ethics Divergence.
Building - Xeno Nutriment Factory now generates 4 Food.

Tech - Orbital Mineral Processing now has Tech - Mineral Processing as a prerequisite.

Update: 7 Dec, 2016 @ 11:20am

2016-12-07:
Added a couple of new Spaceport Modules. Low-hanging fruit, but should help round out the functionality of Spaceports.

New Spaceport Modules: Atmospheric Manipulator: +10% Habitability on Planet Mining Terminal: +3 Minerals +10% Minerals on Planet New Technologies: Orbital Mineral Processing: Industry Unlocks Spaceport Module - Mining Terminal

Update: 6 Dec, 2016 @ 10:14am

2016-12-06:
More updates for improved 1.4 gameplay. In particular, alternative uses for local resources.
Xeno Nutriment Factory:
The thought here is that Alien Pets might be easily domesticated, but could well be unfit for zoos. And they might be delicious.

Betharian Mining Network:
Betharian Stone is not a super-mineral, the thought is that it could be consumed locally for extra-powerful extraction machinery.

Countermeasure technologies have been boosted to +20%. This makes the technology a bit more relevant and also helps to combat the power gap introduced in 1.4 when Repeatable Technology was made much more expensive.

Buildings have been adjusted further to match the 1.4 paradigm:
-Empire Unique buildings are limited to the Capital world.
-Empire Unique buildings have had their cost normalized.
-Influence Cost has been removed from all non-Empire Unique buildings.
-Buildings have been reworked so that AI and sectors make much better use of them.

The Pacifist Empire Unique building (Concord Assembly) and its associated technology have new icons.

New Buildings: Betharian Mining Network I-IV: +4/6/8/10 Minerals Requires Betharian Stone Xeno Nutriment Factory: Planet-Unique +2 Society Research +8 Food Produced +10% Food Output on Planet Requires Alien Pets

Update: 5 Dec, 2016 @ 6:34am

2016-12-05:
Updated for 1.4 [Kennedy].

Repeatable technology costs have been changed to match the base game.

Capacitor Banks adjusted to match Mineral Silos:
-Now Planet Unique
-Energy storage doubled (500/750/1000 to 1000/1500/2000)
-Adjacency bonus of 3rd tier reduced to 1

Changed Technologies: Harmonic Replenishment: Field Manipulation +10% Shield Regeneration (+5%) Repeatable (5x)

Update: 27 Nov, 2016 @ 9:06am

2016-11-27:
Localization overhaul. Placeholder localization files for all languages.

Updated thumbnail.

Changed Technologies: Intensive Ecological Engineering: New Worlds -2% Terraforming Cost (-3%) -5% Tile Blocker Cost -5% Tile Blocker Time Repeatable (5x)

Update: 7 Nov, 2016 @ 9:57pm

2016-11-08:
New crisis-countermeasure technology for Fallen Empires. Works the same way as the other 3 - you'll have to engage them in combat and then complete the Special Project.

New Technologies: Fallen Empire Countermeasures: Voidcraft +15% Damage to Fallen Empire Ships

Update: 5 Nov, 2016 @ 5:08pm

2016-11-05:
New tech! Didn't know about this modifier either. 5% might be too low given that Shield Capacitors are 50%, but I'm being careful not to overdo it.

New Technologies: Harmonic Replenishment: Field Manipulation +5% Shield Regeneration Repeatable (5x)

Update: 1 Nov, 2016 @ 12:47pm

2016-11-01:
Three new crisis-countermeasure technologies.

To discover these, your fleets must first engage the crisis fleets in combat (win or lose, just have to engage). After a brief waiting period, there will be a prompt for a special project. When completed, a technology will be partially unlocked which gives bonus damage against the crisis enemies.

The technology will remain in the list as a valid research option, and defeating enemy ships will also advance the research.

These won't trivialize the endgame crises by any means - you'll still need massive fleets to take them down. The technologies just invoke the trope of "finding a weakness," which is something that seems reasonable given the galaxy-disrupting nature of a crisis.

New Technologies: Machine Consciousness Countermeasures: Voidcraft +15% Damage to Machine Consciousness Vessels Extradimensional Invader Countermeasures: Particles +15% Damage to Extradimensional Invaders Prethoryn Sourge Countermeasures: Biology +15% Damage to Prethoryn Creatures

Update: 27 Oct, 2016 @ 3:41pm

2016-10-27:
New tech! Not sure how I overlooked this modifier.

Personally, I think it's a bit silly that Strike Craft actually have pilots,
but that's how they are presented in the game, so I'm just staying consistent.

New Technologies: Inertial Compensators: Voidcraft +10% Strike Craft Speed Repeatable (5x)

Update: 25 Oct, 2016 @ 3:10pm

2016-10-25:
Added German localization.
Improved icon graphics for repeatable technologies.

New Technologies: Positronic Algorithms: Computation +1% Research Speed +3% Robot Production Output Repeatable (5x) Bugfixes: Capacitor Bank III now has +2 Energy Adjacency Bonus to match the Mineral Silo III.