Stellaris

Stellaris

Ethics & Civics: Bug Branch
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Update: 21 Sep, 2022 @ 2:35pm

Ethics and Civics: Bug Branch Version 2.1 "Governmental Oversight"

Updated for Stellaris 3.5 "Fornax"!

Governmental Civics
The main feature for this update, 6 new quartets of governmental civics for some of the ethics that didn't have them, including some for megacorp empires!
• Anthropocentric (MegaCorp): The Industrial Firm, Mutualistic Manufacturing, Magistrates of Automation, and Production Potentateship civics replace some of your Executives with Industry Captains, powerful jobs that increase production from worker pops, and your city districts will provide 1.5 building slots instead of one
• Competitive (MegaCorp): The Banking Corporation, Stock-Based Salary, Board of Executives, and State Monopoly civics replace some of your Executives with Financiers, powerful jobs that increase planetary trade value, and you will gain unity production on Clerks, Traders, and Merchants
• Cooperative (MegaCorp): The Worker-Owned Corporation, Comprehensive Decision Making Structure, Department of Prosperity, and Extended Family civics replace some of your Executives with union Representatiives, powerful jobs that increase the happiness of your worker pops, and your rural jobs will give unity
• Ecocentric (MegaCorp): The Bioeconomics Group, Villatic Collective, Naturally Integrated Supply Chains, and Life's Shield civics replace some of your Executives with Eco-Logisticians, powerful jobs that decrease upkeep from your pop's jobs, and you receive happiness and society research buffs from terraforming planets
• Elitist (Not MegaCorp): The Patrimonial Aristocracy, Peerage Assembly, Patrician Court, and Highborn Sovereignty civics replace some of your Politicians with Nobles, powerful jobs that increase planetary stability, and all of your leaders gain the Highborn trait, increasing leader exp gain and giving other buffs
• Pluralist (Not MegaCorp): The Sophisticated Meritocracy, Cabinet System, People's Committee, and Humble Cortege civics replace some of your Politicians with Advisors, powerful jobs that increase your edict fund, and your leaders will gain passive experience, even if they aren't currently assigned to any tasks

Trade Value Rework
Almost all Trade Policies have had their numbers changed
• Level 1 and 2 Trade League Policies have an Energy Credit Value of 1.25 Energy Credits
• Level 3 and 4 Trade League Policies have an Energy Credit Value of 1.50 Energy Credits
• Level 5 Trade League Policies have an Energy Credit Value of 2 Energy Credits
• The Agricultural Subsidizing, Mineral Subsidizing, and Growth and Development Marketplace policies have been removed
• The Technofocus Marketplace trade policy now also gives Society Research
• The Civilian Marketplace trade policy no longer gives Unity
• The Social Development Marketplace (renamed to the Cultural Exchange Marketplace) trade policy now gives Unity instead of Society Research

Minor Additions
• Consecrated Constructs: A spiritualist equivalent to Bureaucratic Engineers

Minor Changes
• Anthropocentric now gives Max Districts instead of max building slots
• Clone Vats now use Minerals upkeep instead of Food for Lithoid empires
• Elitist now gives Ruler pop production instead of Nobles per pop
• Environmental Engineers now gives the option to research Terrestrial Sculpting (Formerly the whole technology was given)
• Fanatic Elitist now only increases Leader Upkeep by 25% (Down from 50%)
• Habitat Housing Districts now correctly give Farmer jobs when using the Hydroponics Habitat designation
• Indentured Assets now requires Fanatic Elitist and some degree of Competitive
• Mining Guilds and Interplanetary Mining Corporation now give Scrap Miners instead of Miners on a Shattered Ring World
• Organ Harvesters now gives 25% livestock output
• Randomly generated AI empires are now 34.7% less likely to spawn as Megacorps
• Slaving Despots now disallows Fanatic Pluralist instead of Fanatic Libertarian
• The Industrial Mechanization civic can now be taken with the Mechanists origin. Doing this gives you Droids instead of Robotic pops
• The localization for Bureaucratic Engineers now accounts for the Supertensiles setting when using Gigastructural Engineering & More
• The Mecha-Monastery building now gives +2 Robot Assembly, but cannot be built on a planet with a Robot Assembly Plant
• When using the Research Corporation civic, Executives now only produce 4 unity (Down from 6), but decrease Researcher Upkeep by 5%

Bug Fixes
• Asset Collection (War Goal and Bombardment Stance) are now correctly localized
• Devouring Swarm is now double unable to be used with Common Ground, Hegemon, or Tree of Life
• Dynastic Enterprises and Group Firms will now create the correct type of empire when using the Impose Ideology war goal
• Empires using the Shattered Ring origin will now correctly have the Shattered Ring habitability trait
• Mining Guilds and Interplanetary Mining Corporation now correctly give +1 Mining District on natural planets
• Private Colony Ships are now correctly able to be built when they should be
• Pops with a Decadent lifestyle now correctly have Consumer Goods upkeep
• Synthetic Uprising events will now correctly work when you are using Loaned or Mercenary fleets
• The Progressive faction will no longer be displeased when you have Robotic pops who are unable to migrate
• The Subterranean origin now has the correct modifiers
• The Scientific Revolution Unity Ambition now actually works
• The Terravore and Von Neumann Machines civics now correctly require the Lithoids DLC

Update: 24 Jun, 2022 @ 7:46am

Update: 24 Jun, 2022 @ 7:43am

Update: 19 May, 2022 @ 10:31am

Update: 13 May, 2022 @ 7:30am

Update: 12 May, 2022 @ 2:56pm

Update: 2 Mar, 2022 @ 10:57am

Update: 23 Feb, 2022 @ 9:04am

Update: 21 Dec, 2021 @ 11:33am

Update: 26 Nov, 2021 @ 11:12am