Stellaris

Stellaris

The Necrotic Plague
Showing 21-30 of 49 entries
< 1  2  3  4  5 >
Update: 3 Jan, 2021 @ 12:31am

Update: 3 Jan, 2021 @ 12:28am

Update: 2 Jan, 2021 @ 5:56pm

Update: 2 Jan, 2021 @ 3:30pm

Buffed immigration growth of zombies from 150% to 200%. Let's just test this out and see how it goes.

One of the bigger benefits to this is that you are able to overcome the malus of growth rate on new colonies. Rather than have a 50% penalty to growth rate for new colonies, you completely circumvent that with immigration mechanics by utilizing zombie pops. You can actually maintain this high level of immigration growth by intentionally NOT upgrading the colony building and maintaining a higher immigration pull. Then when you are ready to begin pushing immigration to a new planet, you upgrade the colony building and turn that planet into an emmigration planet that pushes pop growth to the next planet. This would require a lot of micro, but I believe it's fair to reward good micro and understanding of game mechanics with improved power and efficiency.

This still might not be enough to bring this origin up to par with the meta, with syncretic evolution and robot assembly plants, but it's hard to quantify the power of being able to infect planets with the plague. More testing is required.

Update: 2 Jan, 2021 @ 3:25pm

Halved the rate that pops get converted
Halved the rate at which undead pops get purged by the planetary decision "cleanse planet"
Reduce the waiting period before pops begin getting converted from 1 year to 1 month.
Changed the event image for "Tomb World" event from conversation to grey goo image.
Reduced the amount of EC needed to open the forgotten bunker from 1500 to 600
40% reduction in the amount of pops that come out of the bunker.
-1 farming district and +1 energy district on startup.
Re-wrote some of the introduction message from "brothers and sisters" to just "relatives", in case you want to roleplay that your species was non-binary.
Removed the ruined infrastructure blocker and replaced with with a plagued wasteland.
(The metal salvager job was overkill alloys for the start of the game)
Zombie pops still have a 150% bonus to migration growth. This may prove to be overpowered but further testing will need to be done to find out. You can exploit this by forcing your starting planet to have high emigration push, and then growing zombie pops on new planets. The 150% bonus to immigration multiplier is multiplicative with whatever growth rate bonuses you have on the emigrating pop. So for example, if the emigrating species normally grows at a rate of 3, then the zombie that is "immigrating" will be growing at a rate of 4.5. If the emigrating pop grows at a rate of 4, then the zombie will "immigrate" at a rate of 6. etc. This could help counterbalance the malus of being denied robot assembly plants.

Update: 2 Jan, 2021 @ 3:28am

The robotic workers outlawed policy now works properly regardless of what ethics your empire has.
Starting planet has -1 farming and +1 mining.

Update: 2 Jan, 2021 @ 2:40am

All (or at least most) of the planet events should now have a camera button on the top right hand corner to zoom the camera in to the event.

Adjusted the cost of opening the bunker to 1500 EC.
Pushed back the bunker reminder event to 5 years from 2 years.

Starting planet now has -1 city district and +1 mining district. This is an unusual thing to do and here is the reason why: your pop growth rate is pretty bad, but the zombies have a very high immigration modifier. If you want, you can intentionally set your home world to have overcrowding and in turn, increased emigration push. This emigration push can be used to quickly colonize other planets, and in turn, allow you to make use of that immigration bonus on the zombies.

Will test out -1 farming and +1 mining in next playthrough.

Update: 2 Jan, 2021 @ 1:42am

Buffed migration bonus on infected pops by 50%. This should have two effects:
1. Undead pops are more likely to be selected when migrating pops from one empire to another.
2. Undead pops can be used to channel pop growth from one planet to another, and boost it by 50%.

Update: 2 Jan, 2021 @ 1:02am

Loclisation tweaks. Rebranded the infected pops from "zombies" to simply "undead" - this should make these pops more flexible to the imagination of whoever is roleplaying with them. Added a little extra fluff to the details in how they get transformed, including the gory details of the process of mutation. Should be a little more flavorful now when reading the pop ups.

Update: 1 Jan, 2021 @ 7:00pm

Re-added the negative planet housing modifier to rampaging undead.
Re-wrote some of the events to be more interesting (describing in detail how the plague changes pops)