Stellaris

Stellaris

Ruler Level System - Classic
Showing 31-40 of 161 entries
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Update: 24 Oct, 2019 @ 10:55pm

*Updated to 2.5.

Update: 9 Oct, 2019 @ 11:56pm

*Updated to 2.4.

Update: 14 Sep, 2019 @ 6:02am

*Add 1 Ruler campaign that will be useful for wide empires.

*Balance pass.

*Made few Ruler Campaigns cost 2 to active.

*Some Hive mind and Machine focus tweaks so they are worth of use.

Update: 29 Aug, 2019 @ 4:55am

*Ruler Skill Bar now won't go higher than Ruler's skill levels.

*Made all Rulers' Skill Bar start at 1, even fallen empires.

*Made Robot Robust campaign available for Spiritualist as long as Robot worker is allowed.

*Philosopher King civic now made your ascend Ruler skill bar starts at 5, along with 3 campaign points.

Update: 16 Aug, 2019 @ 1:39am

*Remove extra campaign point for having high level Ruler when they have new hobby. Was insane that having bunch of campaigns activated at the same time, which was somewhat overpowered for Players.

Update: 31 Jul, 2019 @ 11:07pm

*Nerf Talent Seeker and Divine Descend effects to 5 new leaders only, and prevent AI using it, as it was caused mid-game unplayable

Update: 28 Jul, 2019 @ 4:11am

*Make it so favor hobbies will work properly.

Update: 28 Jul, 2019 @ 3:30am

Initial Upload

Update: 27 Jul, 2019 @ 9:08pm

*Fix that so Ruler can gain other Hobbies when favored and didn't focus any categories.

Update: 24 Jul, 2019 @ 2:56am

*Add 2 focuses for Hive Mind Empires, 3 focuses for Machine Empires.

*Typo