Stellaris

Stellaris

Stargate Contingency
Showing 71-80 of 112 entries
< 1 ... 6  7  8  9  10 ... 12 >
Update: 24 Dec, 2021 @ 9:48am

-removed starbase fix event because it was causing crashes
-removed titanic weapon slots from star fortresses and citadels
-added new starbase module "Titan Battery" that adds one titan slot
-A star fortress is limited to 1 while a citadel can have 2
-Fixed Void S Cannon IV not having range
-Fixed nanite repair being used when the empire does not have nanites
-Added new icons to: asgard sensor / ancient sensor / titan battery (Avatar)

Update: 21 Dec, 2021 @ 10:38am

-Added opinion modifiers so Void Seekers hate everyone

Update: 20 Dec, 2021 @ 12:13pm

-Wraith no longer has access to the spawning pools (they already have their own breeding pods and have to waste too many building slots)
-The growth rate from the spawning pools is gone but the amenity bonus was moved to the wraith queen
-Wraith queen upkeep increased to 5 food
-Wraith culling coordinator building was removed (it was added when wraith had no access to agricultural districts at all and needed to scale up. Now it only leads to overproduction when the ai builds it)
-Removed wraith hunting parties tech and moved its bonus to their starting tech (ai should be able to plan its economy from start and not be confused by suddenly appearing jobs on all of its planets)
-Super Hive no longer has missing modules
-Removed "Ascension Theory" requirement from Dakara activation (costs enough already)
-Removed "Stargate Expedition" decision (it is now an edict)

Update: 17 Dec, 2021 @ 2:58pm

-Readded capital planet designation increasing pop growth/assembly (dunno how it got removed the first place)
-Automatic migration is now triggered_only = true (should improve performance)
-Automatic migration now only triggers if there is a planet with at least 2 unemployed pops (this way the ai will see the single unemployed pop and will build on the planet, the development will no longer be stopped)
-Removed enactment time from Stargate Trade decision
-Stargate Trade decision now applies a cooldown after being used
-Stargate Trade cost reduced to 15 influence from 25
-Not choosing any option refunds the cost and does not apply cooldown

-Added a Stargate Expedition Menu (unlocked by having Stargate Activation tech)
-If there is at least 1 Active Stargate in the empire SG1 becomes available up to SG10 with at least 10 gates
-Each Expedition team costs upkeep and triggers expedition rewards once a year
-Expedition rewards have been reworked.
10 Artifacts -> triggers message
5 Artifacts -> triggers message
3 Artifacts
2 Artifacts
1 Artifact
No outcome -> removed
Pop dies -> removed

-Added Dakara excavation (event pictures by Avatar)
-Added event chain to turn the Shielded Planet (hidden gem) into an ecu
-Removed names from the galaxy map (Avatar)

-Removed Asgard Beam X tech
-Removed Asgard Cannon X tech
-Removed Asgard Shield X tech
-Added Asgard Dark Matter Institute building (upkeep energy and each of the science fields)
-Added Asgard Technological Supremacy tech that unlocks the X modules
-Asgard Technological Supremacy also shifts Science Director jobs to produce Dark Matter instead of science
-Asgard AP now gives Asgard Technological Supremacy tech
-Asgard Annihilator Hull can be researched after Beam 3 now (does not require AP)
-Dark Matter cost added to X modules
-Removed all Reactor X modules except for battleships and titans
-Remaining Reactor X modules boost ship attack speed (Time Bubble Effect)
-Updated SGU starcraft module weights and carrier sections

Update: 1 Dec, 2021 @ 1:21am

-Adjusted some ascension perk weights
-Reduced Psi requirement of Void Seeker ship components (were way too expensive compared to their dps and it delayed their Gaia systems too much)
-Adjusted economic plan for Void Seeker (should focus Psi more)
-Added new titan sections (mid and stern)
-Nox and Void seeker should pick Titan sections without XL slot now
-AI should use psionic crew module now once they have enough Psi to cover other expenses
-Paradise/Gaia/Hive/Machine/Ecu worlds now also increase admin cap job production
-Ecumenopolis districts no longer cost SR upkeep (cost more to build)
-Ecumenopolis gives 25% production bonus up from 20%
-Ecumenopolis increases all pop growth by 50% not just bio pops
-Paradise world gives 25% production bonus down from 50%
-Paradise world gives 50% pop growth in all categories just like Ecu
-Paradise districts also cost SR to build
-Paradise worlds now have an additional district dedicated to Psi production for empires with at least Ascension 2 technology
-Paradise worlds harmony districts no longer provide Psionic Master jobs
-Greatly reduced Nanite cost of replicator decisions but halved their effect
-Replicators can no longer access Ori shields (only Asgard)
-Asurans start with a modifier boosting their capital and debuffing their colonies
-Void Seekers now start on a Paradise World
-Void Seekers can build Psionic Districts before researching Ascension 2
-Nox gaia creation tech removed
-Nox paradise creation tech removed
-Ascension Perk: Project Paradise added
-Decision: Project Paradise added
-Ecumenopolis and Paradise worlds mutually exclusive ascension perks

Update: 26 Nov, 2021 @ 5:46am

Update to 3.2

Update: 21 Nov, 2021 @ 8:39am

-colony shelters provide additional guaranteed districts like every other capital building
-colony designation: capital only gives 1 growth boost depending on the race (asgard only get assembly, regular races only pop growth etc)
-Goa'uld pops have increased job weight for enforcer jobs (should properly move them to fill the job)
-Stability is reverted back to vanilla (compared to how hard it is to have high stability it did not give enough bonuses)
-Stability at min gives -25% reduction down from 50%
-Stability at max gives 25% increase down from 30%
-Added 4 new available colors to localization entries
-Added branch office building: Kassa Smuggling
-Lucian alliance cannot build other criminal syndicate buildings

Update: 30 Oct, 2021 @ 2:18am

-Lucian home planet should no longer be casually imbedded in the central star...
-Buildings to boost food/minerals/energy production are a starting tech
-Goa'uld get an additional guaranteed scientist on all planets with at least planetary administration (this is necessary to ensure that pops can be promoted from specialist to ruler)
-Scientist job weight increased for pops with jaffa trait ( so they actually take these jobs and convert to Goa'uld)
-SR campaigns no longer count towards edict cap as they are back to being timed
-Some SR campaigns are exclusive, for example ship armor/shield or kinetic/explosive/energy weapon damage
-Military vessels can once again explore star systems (I honestly cant take it anymore that in wars some systems are not accessible even though i have 10 sensor range...)
-Focus research edicts now cost 50 influence, only last 1 year and only 1 can be active at a time but they provide double bonus
-Added excavation site: Abandoned Ancient Planet 4 stages final stage provides ZPM
-Added excavation site: Terra Atlantus -> reveals the Lantea system
-Added excavation site: Atlantis
-Moved previous events/decisions to the excavation sites
-To avoid the game crashing Terra Atlantus is no longer on Earth but instead on a separate entity visually wihin Earth
-Removed ZPM trade from Stargate Trade
-Removed 1 % chance for a ZPM from Stargate Expedition
-Stargate Expedition costs 2500 up from 1000 energy
-Stargate Expedition no longer has a cooldown
-Stargate Expedition gives more artifacts on average, much lower chance for no success outcome down to 25% from 50%
-Artifacts can be traded for ZPMs without a cooldown once arcane tech is researched
-Added colors to each race (still bugged on the galaxy map)
-Travelers only get -100% upkeep on ships down from 200
-Travelers only get 150 bonus naval cap down from 900

Update: 21 Oct, 2021 @ 2:41pm

-Catalytic processor civic no longer available to void seekers, asurans and reps
-Crafters civic no longer available to void seekers
-Void seekers now start with archives 1 on newly colonized planets
-Recently auto-resettled pops are flagged for 180 days to avoid a bug draining the energy storage

Update: 18 Oct, 2021 @ 2:01am

-Void seekers now also start with lvl 3 capital on their home planet
-Disabled some decisions for void seekers
-Disabled some buildings for void seekers
-Void seeker buildings cost less psi to upgrade (because psi production is slower overall)
-Medical workers now only give pop growth or pop assembly depending on the race
-Campaigns that boost ships now take an edict slot and have increased cost but they last until cancelled (Having all of them active at all times was basically free and a no-brainer late game which does not promote "choice")
-Energy-Matter Conversion edict now only gives Alloy conversion to races that do not use CG
-CG-Alloy policy will now properly adjust job upkeep as well
-Asgard tradition finish now directly applies the production bonus instead of being called on in the pop_jobs file
-Changed many of the bonuses provided by racial traits to add a flat value instead of percentage modifier (this way it will properly stack with other modifiers)
-Goa'uld conversion event will no longer turn every specialist into Goa'uld only researchers (Jaffa will be more effective in other specialist jobs)
-Reworked starting planets/districts/buildings for each race
-Standardized number of starting pops 35 for most, 38 for reps and wraith 20 for traveler
-Added Goa'uld Supreme System Lord job to Imperial Palace
-Added Goa'uld System Lord job to System Capital
-Added Goa'uld Underlord job to Planetary Capital
-Added First Prime job to Planetary Administration
-Fixed Wraith Queen jobs not showing up
-Moved Wraith Queen job to Wraith Breeding Pod
-Wraith now starts with breeding pods on new colonies
-Asgard now starts with cloning vats on new colonies
-Goa'uld now starts with breeding facility and an additional Jaffa pop on new colonies (The guaranteed jaffa will grow automatically)