Stellaris

Stellaris

AlphaMod 2.8 Omnibus
Showing 1-4 of 4 entries
Update: 2 Mar, 2021 @ 4:06am

AlphaMod Core

  • Added planetary decisions to prevent law enforcement and military jobs (except soldiers) spawning defence armies.
  • Added new origin - Forged in Fire: This civilization has been constantly torn apart by civil and corporate wars fought over the resources of their solar system and this conflict has only recently calmed enough to allow for advancements in interstellar exploration.
  • Added new origin - Jump Start: This civilization has not only discovered a method of traveling hyperlanes, but has also developed a basic jump drive. Early advances in astronomy have also been achieved, providing improved star-navigation systems and advanced sensor data of nearby star-systems.
  • Tweaked vanilla and mod origin weightings for less Prosperous Unification everywhere.
  • Added new buildings - Auto Forge and Auto Factory.
  • Nerfed jobs provision on a few buildings.
  • Updated loc for Byzantine Bureaucracy civic. Buffed the civic with a jobs per pops bonus.
  • Got rid of some restrictions on a few no corporations civics so corporations can have them.
  • Started another overhaul on civics icons, to make them more recognisable as mod additions.

Foreign Affairs
  • A subject's foreign offices are now exclusive to their overlord. Only the overlord of a subject can open a foreign office on a subject's colonies.
  • Any foreign office that is not owned by an overlord when the owner of a colony becomes their subject, is automatically closed without the need for war.
  • Subjects can now have commercial pacts.

Update: 8 Feb, 2021 @ 3:27pm

Hotfix for hostile origins not being available in empire creation.

Update: 8 Feb, 2021 @ 3:59am

Foreign Affairs
Now sets global flag gf_am_foreignaffairs_activated on game-start.

Natural Selection
Fixed an errant bracket in amns_traits.txt. Thanks Nilserich.

Districts & Dissidents

  • Hostile habitables can now have Remote Outposts, Shanties and Scum-Hives.
  • AI can now better manage criminal unrest and dissidence.
  • Empires with criminal heritage can use a planetary decision to adopt competing criminal underworlds.
  • Empires with criminal heritage can now eject criminal Foreign Offices with a planetary decision, instead of needing to go to war.
Hostile Habitables Reviewed
  • Reduced the rate of hostile terraforming candidates being automatically identified once the appropriate terraforming techs are unlocked.
  • Added new colony designation, Pioneer Colony, for hostile habitables with at least one Habitation Dome district and one Utility Domes district.
  • Planet modifiers Rich in Actinides, Rich in Natural Fuels, Rich in Rare Metals, and Rich in Precious Stones are now generated more often when terraforming hostile planetoids.
  • Baol Relic Terraforming decision can no longer be used on hostile habitables.
EDAI Updates
  • Improvements for late-game development of hostile habitables by the AI.
  • More aggressive management of populations growing beyond 85 by the AI when it has lots of planets.
Misc
  • Added some more modifier localisation that went missing for some civics.
  • Owned systems with Amalgal Matter might do something unexpected now.
  • Less restrictions on slave market feature for robots only.

Update: 2 Feb, 2021 @ 11:16am