Stellaris

Stellaris

Migratory Fleet
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Update: 27 Jan, 2023 @ 4:05pm

AI empires no longer have access to mf shipyards
Updated vassalisation, still in progress. Wi
Some other small fixes.

Update: 10 Oct, 2021 @ 7:44am

Moved shipyard construction to on the map mega-structure instead of a deposit.
Added ability to build mega structures through planetary decision on the capital.
Outpost designation now costs 100 influence.
You need system to be designated as outpost to start building a mega-structure in it.
Cannot abandon outpost that has a mega-structure.
Some other small fixes I don't remember.

Update: 14 Jul, 2021 @ 4:09pm

Small change in how fleet jumping works. Should no longer be any problem of going over the limit. New district/deposit limit is 10000.

Update: 9 Jul, 2021 @ 10:15am

Slight values adjustment

Update: 9 Jul, 2021 @ 8:20am

Nanites are now included in system resources.
Fixed loosing vessels when they are over 200.
Fixed embassy not moving during jump.
Added ability to build 10 vessels at the same time from the frame. I know its ugly and costs less.
Added ability to remove developed infrastructure.

Update: 7 Jul, 2021 @ 3:23pm

Removed check for Biological archetype to allow building farms.

Update: 7 Jul, 2021 @ 7:33am

Outposts!
One can now designate system as outpost system and they will keep control of it even when fleet moves on.
Decision can be made on the star.
Vassals!
Can't abuse conquering and getting planets that way anymore. Now when player gains territory they will be asked what to do with it. Create a vassal or give it all to an existing one.

Update: 6 Jul, 2021 @ 12:58am

Fixed not getting special Resource research.
Changed some overwrites.

Update: 5 Jul, 2021 @ 7:37pm

System Resources now takes into account some star mining tech.
Amoebas, crystalline, cloud and drone projects will now be re added when jumping before completing them.

Update: 5 Jul, 2021 @ 2:11pm

Pop doubling job multiplier has been fixed.
Housing deposits will now be halved during population doubling instead of doubling housing needs.
Option to disable population doubling have now been added. Because of housing change it will make way more housing deposits than needed in saves from previous versions.
Military infrastructure no longer dependant on jobs and just gives naval cap and a bit of army. Might need to adjust naval cap amount.
Maybe some other things I can't quite remember atm.