Stellaris

Stellaris

Government Variety Pack (for v3.0)
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更新:2019 年 11 月 23 日 @ 上午 10:59

v1.4.8 (11-23-19) - Direct Revelation Rebalance, Megacorp Additions and "Restorations"
-Wild Cult formation is now assessed per planet, which is a better form of scaling than previous "more planets = more cult formation chance" method.
-Each cult on a planet decreases the likelihood of a new cult forming there.
-Wild Cult ethos attraction modifiers buffed.
-Wild Cults now only give one Hedge Preacher job (down from two).
-New Wild Cult added: "Wild Revelry Cult" (increase happiness but also crime, more ethos shift).
-New Wild Cult added: "Penance and Redemption Cult" (decrease crime but also happiness, less ethos shift).
-New Megacorp civic: Scientific Management (Not Egalitarian) - This business grew through precise and empirically tested management techniques that govern every aspect of employee life: the tools, workspaces, physical motions, work rhythm, on and off the clock, from cradle to grave. (-10% pop food requirements, +10% worker production output)
-New Megacorp civic: Educational Consortium (None) - This conglomerate specializes in providing high-quality edu-info-tainment product-experiences to expand the minds of customer-pupils young and old. (+10% specialist production output, +20% leader experience gain)
-Innovation Initiative and Rationalist Managerial Firm governments return to Megacorp DLC users based on these civics.
-Market Socialism now requires Workers' Councils and either Corporate Dominion or Merchant Guilds.
-Backend: Merged start screen messages to be with their associated government descriptions.
-Backend: Moved personality/diplomacy to "other" text definitions.
-Backend: Deleted "lrsk_gov_var_start_screens" and "lrsk_gov_var_personalities" files (text moved elsewhere).
-Removed some typos and such.

更新:2019 年 11 月 3 日 @ 上午 7:44

v1.4.7 (11-03-19)
-Better job descriptions.
-Cleaned up building definitions.
-Changed compat version to 2.5.*

更新:2019 年 10 月 21 日 @ 上午 10:57

v1.4.6.3 (10-19-19)
-Added global mod flag.
-Fixed some descriptions.

更新:2019 年 1 月 5 日 @ 下午 4:15

v1.4.6.2 (01-05-19)
-Fixed an issue with diplomatic phrases (some clauses now not in use?).
-Fixed misc issues.

更新:2019 年 1 月 1 日 @ 下午 3:19

v1.4.6.1 (01-01-19)
-Added simplified Chinese localization.
-Fixed incorrect job provision (Elected Clergy are no longer fanatical hedge preachers...)

更新:2018 年 12 月 31 日 @ 下午 1:25

v1.4.6 (12-31-18) - Balance Audit
-Elected Clergy: Changed edict duration bonus to +1 Pastor jobs per 40 pops.
-Added new Pastor job: Specialist, like a Priest but consumes one less Consumer Goods and provides no Society Research. (Only provided by Elected Clergy civic effect.)
-Ascetic Virtues: Buffed to provide +15 years to leader age (was +10).
-Republicanism: Buffed to provide -30% leader cost (was -20%).
-Republicanism: Changed leader pool buff to +1 Administrator jobs per 50 pops.
-Utilitarian Planning: Reduced to provide -5% pop food requirements (was -10%, which is equivalent to a tradition opener all on its own).
-Utilitarian Planning: Removed -15% resettlement cost (Corvee System civic already does this, and it's quite strong).
-Universal Sovereignty: Fixed tooltip (has erroneously shown the integration time reduction as a red malus forever, this is the base game doing something weird, but I have 100% verified reduces the integration time as desired (also nothing uses this in the base game anymore so will it last...??)).
-Enlightened Liberalism, Void Affinity, and Astro-Prospecting Mainframe: Doubled both bonuses to +20% (have heard station output is weak as it stands).
-Knight job: Overall reduction in crime suppression (some conditions improve this bonus).
-Lifelong Learning: Buffed to provide +20% leader experience gain (was +15%, this modifier for civics using it tends to be only +10% and paired with a +1 boost to all leader skill levels rather than just some).
-Colonial Fiefs, Unending Bloom, and Optimized Expansion: Nerfed to provide -5% starbase influence cost (was -10%, this is equivalent to a tradition right out the starting gate on top of the colonization speed boost!).
-Reclamation Pools: Changed bonus to +10% food from jobs (food usage reduction was equivalent to a tradition opener all on its own, not as logical a bonus (the flavor implies producing more food, not using less...)).
-Frenzy: Doubled both bonuses to +10% (to bring in line with e.g. Distinguished Admiralty).
-Cult of Personality: Removed war exhaustion reduction (this is a common modifier used in other government components).
-Cult of Personality: Buffed to provide +20% influence gain (was +10%).
-Workers' Councils: Rebalance of political power such that, assuming Decent Conditions living standards, Worker political power increased by 50% and Specialist political power increased by 12.5%. (This will start the two strata with 22.5 and 15.75 political power, respectively.)
-Fixed missing German localizations.

更新:2018 年 12 月 19 日 @ 上午 7:06

v1.4.5.3 (12-19-18)
-Planetmind Creativity: Now gives -10% pop housing and amenities use. (Had the same issues as Distributed Planning Systems.)

更新:2018 年 12 月 17 日 @ 下午 7:56

v1.4.5.2 (12-17-18)
-Direct Revelation wild cult MttH doubled (felt like they were stacking on top of each other too much), duration doubled (as they happen less frequently, they should last longer).

更新:2018 年 12 月 17 日 @ 下午 1:34

v1.4.5.1 (12-17-18)
-Fixed bug that prevented Warrior Hall upgrades in some cases.

更新:2018 年 12 月 15 日 @ 下午 6:03

v1.4.5 (12-15-18) Le Guin Improvements Phase 4
-Builder Caste: Changed to "Worker Caste," also gives 1 Menial Drone per 20 pops.
-Warrior caste: Instead of morale bonus, gives 1 warrior per 30 pops.
-Royal Caste: Instead of influence bonus, gives 1 Synapse Drone per 40 pops.
-Architect Expert Systems: Doubled bonus.
-Distributed Planning Systems: Now gives -10% pop housing and amenities use.
-Cosmic Choir now requires either pacifist or xenophile.
-New Cosmic Choir name list.
-Moved all base game government namelist definitions to one file (this will make it easier to override in any patch for the purpose).
-Crusader Kingdoms with FanSpi or FanMil are weighted heavily towards the Imperial Spiritualist and Imperial Militarist name lists (respectively).
-Crusader Orders no longer use regnal or dynastic names (not sure if this actually did anything in game, it was copypasta from CK).
-Changed 'lrsk_gov_var_gov_megachurch' token to 'lrsk_gov_var_gov_evangelical_franchise' to reflect the "new" name.
-Changed 'lrsk_syndicate' token to 'lrsk_syndicalist' because "syndicate" has a very different meaning in Stellaris.
-Changed 'lrsk_gov_var_gov_legionary_polis' token to 'lrsk_gov_var_gov_citizen_legion' to reflect the actual name of the government rather than its weird too edgy prototype.
-Clearing out a lot of obsolete cruft.