Stellaris

Stellaris

Synth Collective
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Update: 11 apr 2017 om 23:06

Assimilate other species like the borg, if you so wish. And if you kept the robot portrait, since it would be weird to assimilate a butterfly into being a tree.

Works for species ascended to synth via Utopia too, not just for mine.

Other empires WILL react like to a genocide. If you act like the Borg, you get to be as popular as the borg, really.

Update: 11 apr 2017 om 3:33

Initial Upload

Update: 11 apr 2017 om 0:26

- reworked resource distribution for the supplied Fallout initializer around the fact that since 1.5 the capital buildings only give energy (so no more minerals under the capital)

- any food tiles on the home planet (even from other initializers) lose all food and gain 2 energy instead

- Urectum is now in the right position

- more anomalies

Update: 10 apr 2017 om 11:29

Added a terminator empire (fanatical purifiers)

Fixed the plural getting reset by the startup event

Update: 10 apr 2017 om 9:08

And yet another stab at imortality (ffs, Paradox, how do you screw up the main POINT of a DLC?)

Now synth leaders go get a tune-up anywhere between every few months and every couple of years, keeping their body in equivalent condition to a mid-20's human. So, barring an exceptional fluke, they should never die of old age.

Works without a new start, and without any extra perks.

Update: 10 apr 2017 om 7:27

Yet another stab at immortality, to work around Paradox's screw up. Still needs a new start.

Or edit the save game and give your species (SECOND instance of it) the trait_immortal_synth

Update: 10 apr 2017 om 6:23

Reduced the build time for new synths to 24 months instead of 30. After all, by the time you have a whole synth civilization, you'd think they figured out how to make more of themselves efficiently.

Added a second pre-made option that's based on DIMA's Far Harbour faction, and pretty much the opposite of the other synth faction. For people who play something pre-made, I guess.

Set the species to immortal in the start-up event. It should have already been anyway, because of the Mechanical trait, but Paradox seems to have screwed up that part. Quite epically, since immortality is the MAIN idea behind ascendance.

All the above changes require a new game to actually do anything for you.

Update: 9 apr 2017 om 8:22

Reduced the resource tile bonuses a lot, to be more in line with the normal game. It's still rich-ish, but not over the top.

Update: 8 apr 2017 om 9:00

Fixed the initializer for the nearby systems. The main system was OK, but the 6 supposedly colonizable systems around it were borked.

Update: 8 apr 2017 om 7:07

1. resistance is futile. Whoever is a synth will be assimilated ;)

Errr... I mean, I fixed the compatibility with pretty much any imaginable auto-build mods. Now any synths in your territory which aren't the same species as the main one (assuming the main one is a synth), will be automatically scheduled for an upgrade to the main species.

2. Removed a spurious trait I had forgotten in from my early tests. It wasn't actually used any more.

3. Fixed the issue of synth populations that start as slaves. They will be freed by the event at game start.