Stellaris

Stellaris

StarTech AI
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Update: 9 Jun, 2021 @ 12:20pm

Small change on when the AI should be terraforming and how it treats the planes (machine empires shouldn't and a planet with a few good pops and many bad pops should be considered to have low hab).

No compatibility related changes.

Update: 9 Jun, 2021 @ 5:11am

AI will now terraform a bit even before getting World Shaper (bad planets). This will mostly matter for people who play with decreased empire growth slider and on high difficulties.

Update: 8 Jun, 2021 @ 5:05pm

Made it so AI will not build low-priority megastructures (it's not like sentry array does anything anyway).

Changed files :
Megastructures.

Update: 8 Jun, 2021 @ 4:41pm

Update: 7 Jun, 2021 @ 5:05pm

Added missing refinery and factory designations for habitats, my bad.

Changed files:
Colony_types.

Update: 7 Jun, 2021 @ 3:48am

Advanced empires sometimes were falling into a build-demolish loop of a precinct on their capital, now they won't. Added some other improvements to make advanced empires play properly.

Changed habitat specialisation weights.

Small compatibility fixes (I didn't have to overwrite one of the files I did).

Changes:
Buildings, colony_types.

Update: 4 Jun, 2021 @ 9:31am

Improved economic plan transitions (one of the plans wasn't used when it was supposed to be used).

Added some compatibility helpers (in case you are playing with a mod that changes empire types like ZoFE events will still work for ascended empires. Now I don't think ZoFE ascended empires build their buildings properly, but that's on ZoFE, not on me).

No important files were changed.

Update: 1 Jun, 2021 @ 8:22am

Wrote a better procedure of getting out of a total collapse (hope it's not going to get used though :D). I think lategame terraforming will procede much quicker now, fixed a few flaws in the district logic.

Changed files:
Buildings, Policies, Colony_types.

Update: 30 May, 2021 @ 1:58am

Changed food management (high difficulties were overbuilding food and low difficulties weren't reacting to the food deficit well enough).

Improved gestalts a bit (they still overprioritise alloys, I think, but not nearly as much as they used to).

Changed files:
Buildings, strategic resources.

Update: 30 May, 2021 @ 1:56am