Stellaris

Stellaris

Knight Run Mod: The E-33 War 0.521 [2.8.X]
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Update: 22 Dec, 2019 @ 8:54pm

Knightrun Mod 1.4 Update: the AE Arrives

Merry Christmas! With the coming of winter, I was able to devote a significant amount of time to the mod.

The long-planned AE internal politics feature is finally here!

Major Updates
The AE Internal Politics System
The skeletal structure of the AE political system is finally in place.

You now have access to the Alliance Policies on the Policies tab where you can set your
  • Alliance Centralization Level: affects influence gains
  • Alliance Fleet Contribution: A "fleet tax" on your planets. Higher tax requires higher centralization.
  • Fleet Training: The overall proficiency of your fleet - CANNOT be changed during wars, so be careful if you're penny-pinching!

With that, planets may not be happy about being excessively taxed and generally being bossed around by you. If you decide to centralize, an event will fire which will start a Separatist Movement which will generally mess with your planet pop happiness and productivity.

Right now it's just a nasty malus, but I'm hoping to code in a full-blown civil war if you're bad enough to let a critical mass of planets go separatist.

The Knight Order
Building off the above, the Knight Order is now more than just a civic slot. It is now its own faction led by Mother Knight, and will want access to their own planets, and maybe for some help once every decade or so.

If you play nice, their Faction Opinion will improve which will increase the happiness of pops that support the Knight Order, and the Order itself will be more willing to share its planetary production.

This system will be built upon in the future, and will provide the groundwork for Xile and Leonhard factions in the future.

Big but not-as-major Updates
  • New Ascension Perk for AE
  • New AE planetary decisions
  • New AE edict to improve relations with the Knight Order.
  • Velchess has been added to the galactic map.
  • Queen Beasts now have unique traits. Will be further developed next update.

Bug Fixes/Adjustments
  • Script optimization for event-firing and triggers.
  • Fixed missing sound for Beast Erosion event.

    TODO
    • Leonhard and Xile factions
    • Beast Queen Nest mechanics
    • Actually work on Earth (lol)


    Thank you for supporting the mod! Please report any bugs!

Update: 8 Dec, 2019 @ 9:15pm

Knight Run Mod 1.31 Hotfix
Made the AE and Knight Order civics available to Mega Corps by request.

Update: 27 Nov, 2019 @ 7:21pm

Accidentally left a WIP file that was breaking the game. Sorry!

Mod's good to go now!

Update: 27 Nov, 2019 @ 5:18pm

Version 1.3: Even More World Erosion, AE Alliance, and Bug Fixes

This update is not save game compatible. If you made any variants of the three Knight Run species, delete and then recreate them off the pre-set empires for safety.

On to the Change Notes:
Major Features
  • Beasts now have Tomb World habitability for maximum power-gaming.
  • World Erosion Mechanics Change: AI Beast Swarm will erode ANY world that has been contaminated by other lifeforms, regardless of quality or habitability. Yes, even that Size 25 Gaia World. Don't lose to the AG Swarm.
  • Another Earth Alliance Mechanics: The groundwork has been laid for the AE internal politics in the form of a Unique Civic. Currently, unique AE worlds such as Tobal have unique planet modifiers. In the future, you will have to manage different factions for face civil war.

    Misc. Changes
  • Removed planet habitability as a factor for Beasts' World Erosion.
  • Added diplomatic sound for the AG Swarm.
  • Minor art refinement for some older traits icons which weren't up to standards.

    Bug Fixes
  • Fixed missing values in localization files.
  • Beast Races will properly show insults/complements.

    Planned Features
  • AE Politics.

Update: 9 Nov, 2019 @ 6:52pm

Version 1.2: World Erosion, Knight Order, and Bug Fixes

This update is not save game compatible. If you made any variants of the three Knight Run species, delete and then recreate them off the pre-set empires for safety.

On to the Change Notes:
Major Features
  • Beasts can now Erode World. This will erode the planet's tile count and habitability in return for pops, minerals or alloys. Fully-eroded planets will die and turn into barren worlds!
  • Knight Order Civic added for the AE. Civic will allow you to build Knight Temples[/i] on planets that provide Knight jobs. Knights increases amenities, defensive armies and slightly increase naval cap and cost alloy upkeep.

    Misc. Changes
  • Nerfed AG Beast habitability bonus and energy production.
  • Nerfed AG Beast Civic from +15 stability to +5.
  • Minor name list alterations.

    Bug Fixes
  • Fixed Earth Empire not spawning in every game.
  • AE leader trait icons like fleet membership will actually display correct icons.

    Planned Features
  • Custom civic and AI personality for the Earth Empire.
  • AE Leonhard and Xile Families factions and events.
  • Unique A, S, SS-rank Beasts generation for the Beast Swarm.

Update: 9 Nov, 2019 @ 6:13pm

Accidentally updated an older WIP version.

Update: 20 Oct, 2019 @ 4:08pm

First Update! Version 1.1

Huzzah, the first update! This update is not save game compatible. Also, if you made any variants of the three Knight Run species, delete and then recreate them off the pre-set empires. See change log as to why.

Also, thank you to all my subscribers. Having started it as a personal project--and Knight Run being a niche series--I did not expect as many subscribers as I got. I'm continuing my work as time allows.

Here is the change log:
Added Features
  • Unique Starting Systems for both Human and Beast factions. Now all three mod factions will reliably force-spawn without conflicting with other custom races.
  • Refined Name Lists for Humans and Beast name lists, with LOTS of unique ship names (for humans), and planets. The human name list is no longer a recycle of the UNE one.
  • AE Alliance Internal Factions Traits have been added for admirals, generals (knights) and scientists. These will play a role in future expansions that deal with internal politics of the AE Alliance.

    Misc. Changes
  • Embedded country flags to all three factions so that custom events and trait generation will be country-locked instead of just being pop trait-locked.
  • Cleaned up event triggers

    Planned Features
  • Custom civic and AI personality for the Earth Empire.
  • AE Knight Order related building and events.
  • AE Leonhard and Xile Families factions and events.
  • Unique A, S, SS-rank Beasts generation for the Beast Swarm.

Update: 12 Oct, 2019 @ 9:41pm

Initial Upload