Stellaris

Stellaris

Building Cap Removal 2.3+
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Update: 14 Mar, 2020 @ 6:42pm

Update: 3 Nov, 2019 @ 2:54pm

Reverted back to the November 2nd update.

Update: 2 Nov, 2019 @ 6:43am

Reverted the 2nd Nov change for MP testing

Update: 2 Nov, 2019 @ 6:42am

Reduced priority of spawning pools, gene clinics, robot assembly plants and machine assembly plants to 0 after the AI has built 1.

Yes, we stopped them going "oooooooooh" and burning all their consumer goods.

Update: 19 Jun, 2019 @ 1:47pm

Further AI weight changes, this time to:

  • Robot assembly plant - factor of 1000 after 1st building
  • Machine assembly plant - factor of 1000 after 1st building
  • Clone Vats - factor of 10 after 1st building

The AI will still build these buildings, in fact it'll build them at it's usual priority for the 1st instance, before having the priority massively lowered to prevent all it's resources being squandered on meaningless pop acquisition.

Any way, now for the witty patch notes:
-Reduced priority of robot and machine assembly plants and successfully avoided a grey goo scenario.
-The Republic has won the clone wars, so we can step back from rapidly cranking out these clones.

Update: 14 Jun, 2019 @ 12:23pm

-Gene Clinics are now uncapped. This is to give normal organics a competitive platform with hive minds and machine consciousness. Don't ask me how adding more doctors increases growth rate.

-Some AI tweaks, since the AI was weighted such that it would preferentially build gene clinics and spawning pools, since it could only build one copy in vanilla. Now they'll build their initial copy at the same priority, but have greatly reduced (by a factor of 1000 - 10000) priority for duplicate buildings.

Update: 8 Jun, 2019 @ 4:53pm

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