Stellaris

Stellaris

Exigency 3.3*
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Update: 27 Mar, 2022 @ 7:49am

Fixed Sapient Intervention's final upgrade edict not recognising a restored Dyson Sphere as being the same as a scratch-built Dyson Sphere. The Supercomputer must be a picky jerk and wanted a new one

Update: 26 Mar, 2022 @ 6:10am

Fixed a rare edict-related crash bug: it only affected people using both Exigency and Overpowered Civics but should hopefully be solved now

Planetary Senate
-Removed the -1 Influence penalty
-Registrars now give +3 Edicts Fund and nothing else...
-BUT for every Edict you have active they'll produce a little Unity (and sometimes other bonuses appropriate to the Edict type)
-Added a civic-unique Edict that'll let your Registrars produce 0.25 Influence each

Update: 23 Mar, 2022 @ 2:01am

Data Liberators
-Compatibility fix for Data Liberators and Galactic Conglomerate (Overpowered Civics) trade bonuses, until I manage to break it again
-Fixed Data Liberators being available to Authoritarians
-Fixed an issue where a Data Liberators empire would really hate another Data Liberators empire

Planetary Senate
-Registrar jobs now grant +2 Edict Fund

[NEW] Nightmare Conglomerate
A fusion of Decadent Conglomerate and the old Industrial Nightmare
-Has an Opinion penalty, which is kind of a pain as a Megacorp and may need tweaked
-New planetary designations: Industrial Core and Galactic Refuse Centre
-Industrial Superscraper building, like a baby version of an Overpowered Civics arcology, granting jobs and production bonuses at expense of happiness and habitability
-A new edict that doubles your Influence production by spending consumer goods

Misc
-Build a Fantasia Resort building on your Resort World (requires Immersive Simulations/Perfect Simulations tech)
-Build a Panopticon building on your Penal Colony (requires Tracking Implants tech)

Update: 14 Mar, 2022 @ 5:05am

-Tweaked Planetary Senate's Registrar job output so that they're a slightly better Culture Worker rather than a slightly worse one
-Adjusted Influence edicts: they're very strong for small empires but quickly become too Influence-hungry if you expand
-Fixed some weird interactions between Sapient Intervention's final upgrade steps and the Galactic Imperium event chain
-Rebalanced the Universal Psionics policies so that Psions are very slightly weaker and Telekinetics are very slightly stronger

Update: 10 Mar, 2022 @ 5:15am

-Fixed restricted traits randomly popping up on other species
-Temporary rework of starbase buildings pending a triggered_system_modifier fix

Update: 8 Mar, 2022 @ 7:50am

-Quick fix to replace Administrator jobs with Politicians as the latter role is now a category rather than a specific job

Update: 8 Mar, 2022 @ 7:48am

-All the new jobs should now be properly filled again (Psions and so on)
-Sapient Intervention's pseudo-ascension path should now stop pointlessly removing all your civics if you pick the [REDACTED] option
-Edicts updated to use the new Unity system for the most part, but a couple still use Influence for variety's sake
-Fixed the "Scorched Earth" policy inconsistently applying its opinion modifiers
-Various admin capacity bonuses reworked, sometimes with empire size reduction (which is pretty strong and might need lowered)

Update: 7 May, 2021 @ 7:34am

Starbase buildings
-The Proving Ground building now grants +1 Shipyard Capacity per Shipyard in addition to its usual Anchorage-based bonuses

Update: 6 May, 2021 @ 2:34pm

Planetary Senate
-Removed edict-related modifiers
-Increased Trust Cap bonus from 30 to 50
-Replaced bonus Clerk jobs with 1 Registrar job per 20 pops: a worker-strata role that adds admin capacity and trade value (also grants Unity if the empire has the Byzantine Bureaucracy civic)

Manufactured Species
-Now grants 1 Organic Pop Assembly speed from game start
-The G.E.F. secondary species trait now grants +50% pop assembly speed but has reduced production bonuses
-Now suffers -10% to empire Pop Growth
(This is really strong! I'm trying to think of interesting ways to balance it)

Starbase buildings
-Alloy Forge's 20% alloy production bonus should now correctly apply to system production (i.e., deposits) instead of solely planetary production
-The Patrol Offices building now grants +3% Empire trade value instead of +10% local trade value, which in practice was rarely worth the effort

Overpowered Civics cross-compatibility
- Alloy Forges and Construction Centres are now available from game start for empires with Legendary Spacefarers or Cosmic Forge
- Tweaked psionic tech rarity for Psionic Destiny empires: they now get the lower-tier techs slightly earlier and the higher-tier techs slightly later

Update: 21 Apr, 2021 @ 2:00am

General:
- For now, traits have been split from Exigency and are part of a standalone Neutraits mod like they were originally: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2414685472
- Temporarily removed a few minor events as they needed reworked and didn't function with 3.* anyway
- Fixed a weird bug where The Supercomputer's modifiers would apply inconsistently if you had another relic. Maybe it got jealous
- Buffed Alloy Forges and removed their influence cost and shipyard capacity reduction, but they now require Ceramo-Metal Alloys tech to build (Engineering World empires can still build them from game start)
- Added Housing Modules for starbases once you have Anti-Gravity Engineering tech
- The Simulation Servers starbase building is now tied to the tier 2 Self-Evolving Logic tech, but the Immersive Simulations/Perfect Simulations techs improve its modifiers
- Rebalanced True Warfare and Immersive Simulations policies: the latter no longer gates some options behind relics and megastructures (too unlikely you ever found them) although the strongest simulation policies still need the Perfect Simulations tech
- The top-end "Only War" policy option is now locked behind the True Warfare tech as originally intended: it was a bit strong to let Only War civic empires employ it right out of the gate
- Policies in general are stronger but so are the effects they have on empire opinion (e.g., egalitarians aren't a big fan of you subjecting your people to an Endless Workday)
- Added "Data Liberators" civic for Megacorps, affecting opinion modifiers in return for research production based on your trade value and a bonus to your codebreaking
- Added a couple more emblems
- Fixed a few display issues with the "Abhorrent Ascendancy" and "Galactic Conglomerate" namelists

Forsaken Empire/Divine Legacy
- Fused the two civics together into a single Forsaken Empire Origin
- Empire penalties are now tied to the origin and not the initial Forsaken Empire tech to prevent incidents where a random tech reward event ends up penalising the player
- Opinion modifiers are less punishing now, but conversely you don't get huge opinion boosts with the last tech stages

Sapient Intervention
- Now an Origin
- No longer starts with Immersive Simulations, although the empire is much more likely to discover it
- The Supercomputer relic has lower modifiers, but can now be upgraded by spending minor artifacts
- Special event edicts tied to building a Dyson Sphere
(The events are kind of half-assed right now but at some point I want to implement an alternative ascension path based around The Supercomputer coming fully online! Maybe requiring new perk investments rather than a Dyson Sphere)

Psionic Heritage
- Now an Origin
- Now allows you to start with Psionic Theory and the new Psionic Focus tech
- No longer grants the Psionic Studies tech on game start, but instead your homeworld has a Psi Academy building already built
- Increased the chance that Psionic Heritage empires discover the new psionic techs, but the higher end techs still require an empire to pursue the psionic ascension path
- Reworked buff techs/buildings so they now add telekinetic jobs, granting building speed bonuses
- Universal Psionics technology now unlocks a policy that changes the outputs of psion and telekinetic jobs