Stellaris

Stellaris

Primitive Players 2.0
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Update: 28 Mar, 2018 @ 6:00pm

Experimental drive made a common tech now that Paradox seems to have finally fixed the bug I was exploiting to make it come available regardless of tech weight.

Update: 27 Mar, 2018 @ 5:19pm

Buxfixes and AI tweaks to improve tech selection. They should expand a litttle better now that they consider science ships to survey with as important. Oops.

Update: 27 Mar, 2018 @ 5:05pm

Bugfix, clearing a blocker on another world should no longer trigger the hostile nation dialog

Update: 24 Mar, 2018 @ 1:06pm

Fixed a logic error that could result in you getting one too few pops/blockers

Update: 22 Mar, 2018 @ 7:37pm

Bugfix and balance pass

Hostile nations expand every 10 years on average now, not 5

No more free reinforcements you can't afford.

Hostile reinforcements every 90 days on average, and 33% fewer of them.

Enemy now most likely to nuke your armies in retaliation, then a city, and has lower odds of accepting being nuked or of going all out with the nukes. Probably shouldn't pop a nuke unless you can afford to lose 5 armies in the retaliation.

Update: 21 Mar, 2018 @ 1:59pm

Removed a leftover, duplicate trigger for reinforcements

Update: 21 Mar, 2018 @ 12:47pm

Enemy nations now draft reinforcements during ground combat every 60 days on average.

You can rely on your existing armies to defeat them, summon reserves at a cost of minerals, call for volunteers at a cost in influence and minerals, or deploy tactical nukes at a cost of influence and unity.

The enemy may respond in kind, either against your armies, a city, or the nuclear exchange may degenerate into all out nuclear war.

This will turn your homeworld into a tomb world. 1 in 4 pops will survive and have 30% habitability.

Once nuked, "construction" of the newly available fallout shelter building will improve habitability by 15% each while worked.

Update: 21 Mar, 2018 @ 12:45pm

Forgot to remove a test condition. Don't need reinforcement armies every week.

Update: 20 Mar, 2018 @ 5:54pm

Fixed the expansion of hostile nations, they claim a new tile every 5 years on average.

Added tech for vanilla farms to primitive AIs, this plus their lower pop should prevent them getting stuck in the starvation death spiral leading to much better primitive AI performance.

Update: 18 Mar, 2018 @ 7:36pm

Had to roll back the hostile initiated demands feature, it didn't play nice with the new wars.

Added wars for tile blocker removal. Don't lose. Losing a war on your only world is an instant game over, not much I can do about that. They get a defense army, a post-atomic army, and an assault army (or post atomic army if you don't have the tech) for each TB. So the first fight is the hardest and it gets easier from there.

May not add back the hostile demands, since losing is game over. Being surprised by a fight you can't win and can't recover from losing isn't fun. And the events have been driving me batshit.