Stellaris
Government Variety Pack (for v3.0)
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Cập nhật: 23 Thg11, 2019 @ 10:59am

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.

Cập nhật: 3 Thg11, 2019 @ 7:44am

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

Cập nhật: 21 Thg10, 2019 @ 10:57am

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

Cập nhật: 5 Thg01, 2019 @ 4:15pm

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

Cập nhật: 1 Thg01, 2019 @ 3:19pm

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

Cập nhật: 31 Thg12, 2018 @ 1:25pm

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.

Cập nhật: 19 Thg12, 2018 @ 7:06am

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.)

Cập nhật: 17 Thg12, 2018 @ 7:56pm

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).

Cập nhật: 17 Thg12, 2018 @ 1:34pm

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

Cập nhật: 15 Thg12, 2018 @ 6:03pm

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.