Stellaris

Stellaris

"Agrarian" Idyll for Lithoids
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Update: 27 Jun, 2023 @ 1:01am

9.1.2 Update the thumbnail

Update: 27 Jun, 2023 @ 12:38am

9.1.1 Remove references to Planetary Capacity - mod no longer provides that modifier

Update: 16 May, 2023 @ 4:51am

9.1.0 Update for Stellaris version 3.8.2 "Gemini" - integrate underlying game changes

Update: 9 May, 2023 @ 2:50pm

9.0.0 Update for Stellaris version 3.8 "Gemini" - integrate underlying game changes

Update: 27 Mar, 2023 @ 12:06am

8.0.1 Improve support for Planetary Diversity - notably beginning as Civic: Agrarian Idyll on Techno-Organic planets

Update: 17 Mar, 2023 @ 2:18am

8.0.0 Update for Stellaris version 3.7 "Canis Minor"

  • Integrate underlying game changes for Civic: Agrarian Idyll and rural districts
  • Remove megacorp Civic: Anglers override, no longer necessary
  • Improve Planetary Diversity support

Update: 15 Feb, 2023 @ 9:53pm

7.1.1 Fix Planetary Diversity dummy static modifiers - the file needs to be named so that Planetary Diversity's file loads before the dummy code

Update: 14 Feb, 2023 @ 9:26pm

7.1.0 Add built-in support for Planetary Diversity

Update: 9 Jan, 2023 @ 6:21pm

7.0.0 Compatibility triggers

  • Add a compatibility trigger for other mods to check whether this one is active
  • Consume the compatibility trigger from other mods
  • Remove old compatibility global flag

Update: 13 Dec, 2022 @ 4:38pm

6.0.0 Update for Stellaris version 3.6 "Orion" (and changes from version 3.5 "Fornax")

  • Add angler job override, because it can now produce amenities for non-lithoid Agrarian Idyll empires
  • Add puddle_technician job override, because it can now produce amenities for non-lithoid Agrarian Idyll empires
  • Add manufactorium_scraper job override, so it can now produce amenities for lithoid Agrarian Idyll empires
  • Update override for Civic: Agrarian Idyll to support Civic: Anglers but deny Civic: Relentless Industrialists
  • Add override for Civic: Anglers (megacorp version only) to correctly allow it alongside Civic: Agrarian Idyll
  • No longer swap initial farming to mining districts for lithoids that are Anglers or Catalytic Processors
  • Remove extra carrying capacity from rural districts (it was overkill when combined with bonus housing)