Stellaris

Stellaris

Living Space (legacy - 2.3)
Showing 31-40 of 63 entries
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Update: 6 Mar, 2019 @ 4:52am

Fix for broken pop jobs...

Update: 5 Mar, 2019 @ 6:14pm

Pop assembly speed also reduced now, so machine empires won't be OP.

Update: 4 Mar, 2019 @ 4:31pm

Increased required pops for planning/building new habitats.
Reduced pop growth on habitats by 50%.

Update: 3 Mar, 2019 @ 10:38pm

Fixed ai - they weren't able to build habitats at all.

Update: 2 Mar, 2019 @ 4:23pm

Major Update:

Added Districts:
-Asteroid Mining Module
-Turbine Module
-Promenade Module
-Aeroponics Module
-Crystal Gallery Module
-Synaptic Module
-Network Module
-Biotrophy Module
-Leisure Module
-Maintenance Module
-Artisans Module

Changed Districts:
-Culture Module
-Foundry Module (formerly Heavy Industry Module)

Added Civic: Xenohabitation

Changed Modifier: Hostile-Environment Habitat

Added Modifier: Orbital Habitat

Added Colonization Limits:
-Planetary Habitats require no planetary habitats that are uncolonized or have less than 5 pops.
-Orbital Habitats require no orbital habitats that are uncolonized or have less than 10 pops.

Blockers Changed: Planetary Habitats should start with fewer blockers now, but they cost Alloys to remove.

Orbital/Asteroid Habitat Expansions Changed: They're a little more expensive now.

Misc. Fixes
-AI should spam districts a lot less when they don't have pops to work the jobs. If you see a district being spammed without employable pops, let me know so I can fix it!

Update: 2 Mar, 2019 @ 2:07pm

Changed ai pop requirement from 15 to 10, so they stall out less often. (hopefully never.)

Update: 2 Mar, 2019 @ 2:03pm

add stpg_planetary_habitat flag to planets

Update: 28 Feb, 2019 @ 10:45am

Changed name of orbital/asteroid/gas giant housing modules to "Low-G Housing Module"

Update: 28 Feb, 2019 @ 6:32am

Significantly increased required pops on other habitat worlds before AI can plan/build new ones. Should help reduce late-game lag.

Update: 26 Feb, 2019 @ 6:19pm

Mastery of Nature can now be used on barren, molten, toxic, and frozen worlds. It costs some alloys and a bit less energy.

I plan to eventually rework this so that the habitat version is more different from the standard version. But it's a starting point.