Stellaris

Stellaris

Arcane Heritage (2.3.1)
Showing 31-40 of 137 entries
< 1  2  3  4  5  6 ... 14 >
Update: 10 Mar, 2019 @ 4:12am

- Removed all magic buildings

- Folded all prior building functionalities back into the central "magic ministry" building set

- Added the Arcane Conservation decision, that allows your worlds to keep magic when terraformed into city/hive/machine

- Yes, you can now have magic ecumenopoli/machine/hive worlds, if they were conserved

Update: 27 Feb, 2019 @ 12:07pm

Initial Upload

Update: 23 Feb, 2019 @ 12:55pm

Gated food/mineral processing & energy nexus behind having the appropriate district (mining/farming/generator) for convenience

Gated the ecoarcology & ZOFE-ACOT decision overwrites behind the appropriate global flags so they don't show up when you don't have the appropriate mod

Update: 22 Feb, 2019 @ 7:17pm

(Hopefully) fixed an edge case that would result in you not being able to get the rest of the magic tech

Added in some agendas for factions (spiritualism/materialism, current ruler supports them or not)

Nerfed all strike craft
Added in interceptor strike craft (carbon copies for now with minor tweaks to squad size, use flak projectiles)

Update: 18 Feb, 2019 @ 11:34pm

Added in the factions, with custom icons.

Added a new trait (that does nothing), which just says if the leader in question supports the light/dark faction.

Added in trait re-organization code that forcibly re-organizes leader trait lists so that they look uniform and nice. Can easily be yoinked for other purposes. Feel free to use if you really want to.
- Note that it ignores other ascension path traits, b/c I built with implicit assumption that only magic leaders get traits re-organized

Update: 14 Feb, 2019 @ 11:19am

Initial Upload

Update: 11 Feb, 2019 @ 7:47pm

Initial Upload

Update: 11 Feb, 2019 @ 5:49pm

- More projectile gfx tweaks and upgrades forget which ones I actually touched

- Removed the last bits of Glavius scripted triggers b/c apparently that might cause issues? AI may or may not stop building alloy foundries now that I'm currently playtesting

Update: 2 Feb, 2019 @ 1:16pm

Removed administrator changes b/c they made administrators not show up. Weird. Probably due to something about duplicate entities in the system? Not entirely clear on that.

To compensate for now magic administrators being the only one to add +1 admin cap, they have had their +6 trade value removed. I actually never realized I gave then +6 trade value because holy crap is that overpowered.

Update: 2 Feb, 2019 @ 9:03am

Initial Upload