Stellaris

Stellaris

~NMSS Sector improvements (v 3.3.4)
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Update: 25 Nov, 2021 @ 6:17pm

Compatibility update for Aquatics pack.

Update: 8 Oct, 2021 @ 9:45pm

Enabled construction of Holo Theaters on Habitats. Original thought was that the amenities could be addressed without it, but seems that was untrue.

Further development on hold due to engine-related bug preventing the construction of Holo Theaters for AI usage. Player sectors are unaffected.

Update: 7 Oct, 2021 @ 12:02am

Removed Gene Clinics from AI building priorities as well. Deleted backup file that was causing errors regarding duplicate data.

Update: 6 Oct, 2021 @ 11:09pm

Removed Gene Clinics from the Sector AI. Corrected issue causing Robots to not be evaluated properly when unemployed.

Update: 3 Oct, 2021 @ 11:42pm

Minor adjustments to Bio Trophy buildings.

Update: 29 Sep, 2021 @ 4:16pm

Corrected an issue that could cause Admin Capacity buildings to be constructed when housing was below desired thresholds.

Update: 29 Sep, 2021 @ 5:25am

Updated mod files to reflect changes in 3.1.2 patch.

Update: 28 Sep, 2021 @ 1:07pm

Added weights for AI-controlled Megacorp Branch Office buildings. Improved performance of empire stability checks to lower CPU overhead. Improved AI empires' handling of empire sprawl and admin capacity.

Update: 27 Sep, 2021 @ 7:49pm

Fixed an issue with unemployed robot pops in Servitude status not being considered an unemployed pop. Fixed an issue where specialized habitats belonging to hive minds might potentially build Energy Districts rather than their specialized Mining or Research districts.

Update: 27 Sep, 2021 @ 6:59am

Further improved Sector / AI usage of habitat districts. The mod will assume that districts should fulfill their specialization (in the case of mining, research, and energy habitats) or generate trade value, that the country can turn into energy, consumer goods, or market transactions as needed.