Stellaris

Stellaris

Stellaris Tiberium Wars
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Update: 4 Apr, 2020 @ 11:03am

Added more checks to reduce the amount of useless stuff done. Only countries that have some sort of tiberium will get tiberium events now.

Slaves can now work as miners on lower safety.

If slaves can take the miner jobs, they will happily kill themselves for you in order to mine tib. If you have high safety standards, the specialists will prefer to take the jobs, as slaves get a malus to production with high safety.

Jobs that involve Tiberium are happier with higher safety. Use more amenities with low safety.

A new mechanic, by which pops are infected, mutated, and killed by tiberium. Affected by Sonic Protection, and the Tiberium Safety policy. (May have some tie in the Tiberium Use later.)

Fixed the application of the Depleted World modifier not respecting whether the world was actually depleted.

Converted the civics to origins.

Added The Plan(TM) for if the AI has tiberium. If it no different from the basic vanilla plan aside from the addition of tiberium handling, so something will need to be done to make it work with Glavius.

Changed Depleted planet modifier to only affect miners mineral output, so it doesn't kill your refiners' mineral output.

Changed Liquid Tiberium storage to have some, so it doesn't constantly tell you you're at cap.

Fixed Uninhabitable Tiberium Worlds double dipping on the depletion tracker. They should now deplete at the same rate as the Habitable World.

Fixed Weapons components being unlocked by their tech's prerequisite tech.

Added Liquid Tiberium Storage to the Liquid Tiberium Factories.

Localised a bunch of things that weren't.

Some various small fixes.

Update: 9 Nov, 2019 @ 12:57am

Fixed Gestalts being unable to build refineries.

Update: 24 Oct, 2019 @ 10:31pm

Updated to 2.5

Fixed asteroid event and special project.

Fixed Market graphics.

Update: 8 Oct, 2019 @ 6:59pm

Fixed the Sonic Protection decision not slowing down tib growth. It was instead making planets last longer.

Refiner Jobs and refineries now stop consuming and producing if they have nothing to consume.

Added a Tib farm type building for branch offices. It can be built on any branch office, but requires the Tiberium Sonics technology, to conatin it, and some tiberium to build it, for seeding.

Localised the sonic decision, since it apprently wasn't. Also added one to remove the sonics from a planet later. Also increased how much protection the sonics give.

Tiberium resources should now properly apply deficit stuff.

Fixed Neutral civic start. Starting with a Green Tiberium deficit is not good.


A hopeful fix for the tib asteroid not working. Testing needed.

Update: 10 Aug, 2019 @ 1:00pm

Fixed a literally unplayable typo.

Went through infest events and ensured it could not add more blockers than there are districts on a planet.

Infest event going from yellow to blue zone removes yellow zone blockers.blockers.

Fixed Zones costing Consumer goods for gestalts.

Fixed Cleanup not removing blockers.

Changed the loc of the Cleanup Edict to better explain what it actually does. Also cut the cost in half.

Reduced amenity cost of Yellow and Red zones.

Update: 26 Jul, 2019 @ 4:27pm

Fixed tib asteroid deposit being able to spawn on game start.

Made the asteroid event 5 times less likely to happen, with double chance on a colonized world. It can still happen to uncolonized worlds.

Added a bit of RNG to pops dying on asteroid impact. (It won't always hit the colony.)

Added sonic tech to the research event.

Added basic AI logic for building the refinery buildings.

Update: 15 Jul, 2019 @ 5:47pm

Fixed the asteroid event second option.

Added better exclusions to the asteroid event.

Increased the district malus for the depleted modifier. Now -100 mining, and -10 farming.

Added exclusions to the cleanup decisions so that you can't do them if you don't have any of the deposits they clean up.

Changed District build times. Harvester districts are now built in 5 months, so that their effect on tiberium spread can be utilized on the next infest calculation.

Added sonic based decisions for tiberium cleanup. These are much faster, and cost no alloys, but give no tiberium. They are gated behind a tier 2 Physics tech that requires Green Tiberium Exploitation.

Added a passive tiberium protection decision, which reduces tib growth for a one time fee of alloys and energy.

Properly locked the infest decisions, and the seed decision, behind the techs that allow you to use their required resource.

Hopefully fixed AI being able to start on tib worlds anyway.

Added localisation for each language. (It shows the english instead of code stuff.)

Update: 1 Jul, 2019 @ 11:33pm

Changed Tiberium Reactor alloy upkeep to 6.6% of the build cost. This was a reduction in most cases, with an exception for the Titan.

Added a slight liquid-t upkeep to the thrusters. 5% of their cost.

Changed some techs to not be dangerous. Because they really aren't.

Changed the tib infest update event for non tib worlds to also not fire if the planet in question is depleted.

Changed the tib research event so that funding it has a higher chance of getting more tech progress.

Fixed infest event on non tib worlds. Again.

Made changes to the tib research event. The levels of research are now tiered, and having more researchers increases the weight on all the lower ones as well as the higher ones. It also cannot stop researching as long as you fund it.

Changed storage capacity of tiberium. You can now store small amounts of green and blue, no liquid. Refineries (Buildings only right now) increase storage of liquid and their type.

Update: 26 Jun, 2019 @ 8:03pm

Fixed tiberium not growing if there's nobody around to see it grow.

Fixed tiberium not growing if you give a whole new planet to grow on.

Added housing to the refinery district.

Added anothe rplaceholder district, so you can't see those pesky cities on worlds you shouldn't.

Made some changes to the asteroid event chain, so it works better.

Fixed events so that they cannot give more blockers than there is district cap.

Gestalts can now actually use tiberium. (Oops.)

Slowed down infest. Doubled the amount it needs to progress. Also, planets under colonisation get a fairly large reduction to infest speed. (I'm assuming they are harvesting it to build up the colony or something?)

Update: 23 Jun, 2019 @ 2:36pm

Fixed Cleanup edict so that it actually shows.

Did a little fix to non tib world infest.

Added tiberium seed decision for already-infected worlds.

Fixed Depletion modifier being continuously applied.

Implemented a bit more weighted randomness into the non tib world infest events, like the tib world infest events have.

Reduced energy upkeep requirements of weapons.

Doubled the average time it takes for tiberium to deplete a planet.