Stellaris

Stellaris

Migratory Fleet
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Update: 2 Jul, 2021 @ 6:12pm

Also added the pop growth speed reduction with double population. Unlike districts, even at higher levels it seemed acceptable.

Update: 2 Jul, 2021 @ 5:33pm

Fixed pop scaling taking away over 100% of districts.
Pop doubling will double production but will halve the districts to represent the twice more needed work space.
As such
1 double population deposit: 1 pop represents 2 pops, max districts reduction 50%
2 double population deposit: 1 pop represents 4 pops, max districts reduction 75%
3 double population deposit: 1 pop represents 8 pops, max districts reduction 87.5%
4 double population deposit: 1 pop represents 16 pops, max districts reduction 93.75%
5 double population deposit: 1 pop represents 32 pops, max districts reduction 96.875%
6 double population deposit: 1 pop represents 64 pops, max districts reduction 98.4375%
7 double population deposit: 1 pop represents 128 pops, max districts reduction 99.21875%
8 double population deposit: 1 pop represents 256 pops, max districts reduction 99.609375%
9 double population deposit: 1 pop represents 512 pops, max districts reduction 99.8046975%
10 double population deposit: 1 pop represents 1024 pops, max districts reduction is caped at previous level at 99.8046975% and will be so moving forward.
Atm, it doesn't increase needed growth for pops so it might get out of hand, but affecting pop growth might make game feel too slow. Will wait for feedback.

Update: 1 Jul, 2021 @ 12:25pm

Fixed being able to access fleet decisions on conquered planets. Fixed some buildings getting deleted on jump.

Update: 1 Jul, 2021 @ 12:18pm

Building vessels will now spawn "Frame" mega structure above habitable planet. You can upgrade it to gain the vessel.
More habitable planets in system means more building slots for vessels. When you unlock mega engineering you can build vessels in any system as many as you want at a time.
If you abandon system before finishing vessel, you can return later to finish it. If another empire claims system they can scrap it for some alloys.
Changed how fleet visuals are spawned when jumping.
Added storage capacity increase to vessels.

Update: 30 Jun, 2021 @ 3:51pm

Expanded previous changes to invasion event as well.

Might leave your starbase without a shipyard on next jump if loaded into save of previous game. Build shipyard on the planet to fix.
You can have up to 50 shipyards. Decision will just disappear after you reach cap.

Update: 30 Jun, 2021 @ 3:47pm

Added Shipyards.
Added military infrastructure for soldier jobs and naval cap.
increased vessel district gain.
Fixed not able to jump to system with neutral fleets.
Jumping should support over 100 deposits and districts now.

Update: 29 Jun, 2021 @ 2:29pm

Added building cost multiplier after pop halving.
Upgraded thumbnail.
Not sure about adding upkeep modifiers. Too many look ugly.

Update: 29 Jun, 2021 @ 1:19pm

Changed fleet appearance mechanic during jump.
Reduced lag on bigger fleets during jump.
Added pop control mechanic.

Update: 28 Jun, 2021 @ 3:53pm

Version <1.0

Update: 28 Jun, 2021 @ 3:06pm