Stellaris

Stellaris

Stellaris Immortal (alpha)
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Update: 29 Feb, 2020 @ 8:14am

HOTFIX
- It's the second coming of Space Jesus; start date reverted to prevent crashes from overflowing autosaves.
- Strategic resources removed from ship components temporarily
- Auto-migration looks for unemployed pops
- Byzantine Bureaucracy reworked
- Graphics and localization added
- Many bugs squashed

Update: 28 Feb, 2020 @ 7:28am

Update 12 - Economic Overhaul
- Planets now have a district for each specialist job.
- Clerks have their own district. Commercial buildings now only improve clerk output.
- Bureaucrats have their own districts and all government jobs have been merged into them
- Districts now provide 1 job and no housing.
- Only residential districts provide housing.
- Planets have 1 district per planet size again.
- Planetary features can be built into rural districts.
- Rural districts provide 1 worker job per quality of the deposit and don't take up a district slot.
- Supplies upkeeps moved from pop upkeep to job upkeep.
- Building upkeep greatly reduced and job upkeeps from buildings increased.
- Hospital building added. Pop growth from tech removed and put onto hospitals.
- Pops now each decrease pop growth so they have more growth early on and less on dense worlds.
- Temple buildings require special civics instead of the Spiritualist ethic
- Event buildings moved to building slots instead of decisions.
- Space resources reduced slightly.
- Starbase modules increase the value of space resources by twice as much.
- Military starbase modules and buildings increase starbase combat stats.
- Starbases have 1 alloy upkeep per tier.
- Many civics completely overhauled.
- Many techs completely overhauled.
- Strategic resources removed from the basic economy. They temporarily have no use.
- Species rights completely rebuilt.
- War exhaustion comes with an empire penalty.
- Policy, Truce, and Rival cooldowns reduced from 10 to 5 years.
- Space Jesus has been removed and the starting year is now 1.
- New AI personalities added.
- New AI personality rooms added.
- Pollution is more severe now.
- Custodians are better.
- Habitats are much larger.
- Colonies now cost 10 administrative cap.
- Prosperity now upgrades commerce buildings instead of adding consumer buildings.
- Ethics are now a rainbow of colors that indicate how violent they are.
- Pacifism civic added for nonviolent empires.
- Land Ethic ascension perk reworked - Ranger job removed
- Enigmatic Engineering reworked with some mysterious benefits
- Habitability fixes for Plantoids and Arthropoids
- Branch office fixes
- AI rebuilt from the ground up for the new economy - it's not as smart as it used to be, but it will be better than before after some work.
- Tons of new localization and art.
- Tons of bugfixes, but probably a few new ones too

Update: 16 Feb, 2020 @ 8:05am

HOTFIX
- Switching policies no longer causes mandates to fail.
- Elected leaders will check to see if their mandate is complete upon taking office.
- Authorities now have a mechanical impact.
- Enigmatic engineering now gives a cache of 50 minor artifacts upon selection.
- Metamorphosis is now a -3 trait with slightly increased penalties.
- New first contact policy added for empires that want to be peaceful but keep their borders closed.
- Many species rights fixes.
- Other various bugfixes

Update: 14 Feb, 2020 @ 10:25am

Update 11
- Arthropoid Archetype Added
- New Arthropoid traits
- Biological traits improved
- Robot traits improved
- Advanced traits improved
- New repeatable tech
- Enigmatic Engineering redesigned
- Civics tweaks
- AI handles slavery better
- Pirates are stronger
- Neutered pops can have jobs
- Branch offices improved
- Subversive cult gets a temple to crime
- Abandon Planet decision improved
- Many bugfixes
- Tons of gestalt implementation for later release
- District and deposit overhaul nearly complete for later release

Update: 9 Feb, 2020 @ 8:11am

HOTFIX
- Tech costs from sprawl adjusted
- Tradition unity costs reduced
- Scrapper megacorp civic ported from Ecology Mod
- Materialist faction demand fixed
- Localization improvements

Update: 8 Feb, 2020 @ 9:36am

HOTFIX
- Bombardment tweaks
- Empire sprawl numbers halved (same math, smaller numbers)
- Technological Ascendancy allows rare techs to show without Discovery
- Latent Psionic trait fixes
- Job and living standard weight adjustments
- Localization fixes

Update: 7 Feb, 2020 @ 8:43am

Update 10
- Mandates and Agendas polished up
- Influence costs reduced
- Colonists reworked
- Population Sprawl reworked
- Endgame crisis now appears 100 years earlier
- Great Khan also appears earlier
- All for One civic reworked
- Pacifism civic added
- Species traits polished more
- Latent Psionic is now a regular species trait
- Leader traits tweaked
- Martial Law readded
- Habitat size increased
- Syndicate buildings produce less crime
- Megastructures build quicker
- Auto-migration improved
- AI economy improved
- AIs build city worlds
- AI builds bigger fleets depending on difficulty
- AI is smarter with megastructures
- AI smarter at resource trading
- Many bugfixes

Update: 2 Feb, 2020 @ 5:53am

HOTFIX
- Major AI fix that'll help them utilize their military better

Update: 31 Jan, 2020 @ 11:51am

More Politics Update
- Agendas and Mandates overhauled.
- Scientist traits streamlined.
- New Anomalies
- More name generation
- Ascenion Perk from awakened Fallen Empires added
- Ringworld bonus from Galactic Wonders fixed
- Habitats counting as moons fixed
- Starbase Network fixed
- AI economy decision making greatly improved

Update: 24 Jan, 2020 @ 5:29pm

HOTFIX
- Species rights properly checks for majority species without errors.
- FIxed prerequisite error for Beacon of Liberty
- Fixed extra roboticist with Mechanist civic
- Added mod version number to game start message
- More localization improvements