Stellaris

Stellaris

Master of Stellaris - Planets 3.10
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Update: 15 Dec, 2023 @ 9:26am

Update: 25 May, 2023 @ 12:49pm

Updated pre-made empires to have starting ruler traits.

Update: 25 May, 2023 @ 12:06pm

Update: 12 Apr, 2023 @ 2:46pm

Update: 6 Apr, 2023 @ 11:15am

Update: 12 Dec, 2021 @ 11:43am

* Fixed Aquatic species not always starting with High-Pressure Infrastructure tech, thus not able to build more Aquatic districtis

Update: 1 Dec, 2021 @ 5:03am

Update: 30 Nov, 2021 @ 8:34pm

* Terraforming tweaks *
* Terraforming from Dry to Wet costs food.
* Terraforming from Wet to Dry gives food at the end of the terraform.
* Terraforming from Level to Irregular to Mountainous terrain costs Minerals. Mountainous to Irregular to Level gives Minerals.
* Terraforming between Wet and Inundated costs Exotic Gases.
* Terraforming between Hot or Frozen to Temperate costs Exotic Gases. With the exception of Tropical climates, it also costs food. Tropical climates give food instead.
* Terraforming from Barren costs Food and Exotic Gases.
* Terraforming from Toxic costs Food, but gives Exotic Gases.
* Terraforming to Gaia costs Food and Exotic Gases.

* Habitability tweaks *
* Species now get a Planet Preference habitability trait again, just like in vanilla. No matter the Preference, Hot and Frozen planets are always the same low habitability, and Continental and the starting planet class are always 80%. The other temperate planets will vary slightly.
* In addition, Mammalian and Avian get Warm-blooded, which slightly increases food upkeep, but grants better frozen habitability. Reptilian, Arthropoid, Molluscoid, and Aquatic get Cold Blooded, which increases Dry and Hot habitability, but worse Frozen habitability. Fungoids get a trait that increases habitability on cool, humid and wet worlds, but decreases lifespan. Plantoids get Phototrophic for free. Necroids get a trait that increases all habitability, but reduces growth speed. Lithoids keep their current trait.
* Several 1-cost traits were added that can modify habitability further: Insulated for Mammals and Downy for Avians and Reptilians increases frozen habitability, Desert Flora increases Dry and Hot habitability for Plantoids and Fungoids, Amphibious increases habitability on wet worlds, and of course, Aquatic on Oceanic worlds.

* Aquatics tweaks *
* Angler civic applies new jobs only to Underwater Farming districts.
* Underwater Farming Districts are uncapped on all oceanic worlds.
* Aquatic increases production of all Underwater Jobs by 10%
* Amphibious increases production of all Underwater Jobs by 5%

Update: 11 Nov, 2021 @ 1:18pm

* UI Tweak to show 16 buildings slots instead of 12

Update: 11 Nov, 2021 @ 11:46am

* Balanced planet resource production *
* Planets don't have as strong bonuses or penalties as they did in the previous version.
* Planets have been assigned a real-life climate classification, rather than a generic "Hot Wet", "Temperate Wet", etc Food production is based on the types of crop yields we get from those climates here on Earth.
* The number of rural districts a planet gets is based on their likelihood of having the deposit that gives those districts. For instance, previously flat planets were always best at producing food, and tended to have the most food districts. Now, flat planets will be more likely to have more possible food districts, but all that land may not be very productive, depending on their climate classification.
* Starting planets with poor resources are compensated with more space resources. In the case of an empire starting on a food-poor planet, if they use food, they will start with a built Hydroponic Farm and the tech required to build more.

* Overhauled Terraforming *
* Terraforming un-colonized worlds, now requires a Terraforming Station (a new starbase building) built in the system's starbase
* Terraforming a colonized world now requires a Terraforming Center (a new planetary building) built on the planet.
* Beginning terraforming will be a much smaller up-front cost, but will now incur an upkeep while it is ongoing. The upkeep will show on these buildings, as well as in the tooltip when hovering over the Energy icon in the top toolbar. The upkeep has a base cost of 20 Energy per month. Everything that previously reduced the Terraforming Cost, now also reduces this upkeep cost. Everything that previously increased the speed of terraoforming, will now also INCREASE this upkeep cost, so the total upkeep will stay the same. Every additional terraform performed on a planet after the initial terraforming will have a multiple of the base. For instance, the first terraform costs 20 energy upkeep, the second costs 40 energy upkeep, the third costs 60 energy upkeep, etc. Terraforms also take longer than they do in vanilla, though the length of time varies based on what time of terraforming you are doing: Temperature, Hydrophere, Terrain, or a Climate Restoration terraform (from Tomb, to Gaia, to Hive, etc.)
* Barren planets have been split into 4 types:
* regular Barren - Airless worlds with no potential. i.e our Moon
* Irradiated Barren - A world too close to a star to ever be colonized. i.e. Mercury
* Cool/Warm Barren - Worlds which almost always have the potential to be terraformed, so nearly always have Terraforming Candidate on them. Cool can be terraformed to a Dry Frozen world, while Warm can be terraformed to a Hot Dry world.
* Toxic planets will almost always have a terraforming candidate on them, and can be terraformed to either Hot or Frozen Inundated planets, depending on their distance to their star.
* Tomb worlds are only able to be terraformed back to the class they originally were. In the case of Tomb worlds that spawn during galaxy creation, they get assigned a random class that they were originally.
* Terraforming Centers add a Terraforming Engineer job. They consume Exotic Gas and Energy and produce some Society and Engineering research, increase the planet's habitability by 5%, and increase the Empire's terraforming speed by 5% (Though they don't increase the Terraforming Upkeep, despite increasing the terraforming speed. So they also make the terraforming slightly cheaper) They count as a Researcher, so get any bonuses that apply to Researchers
* Since terraforming an uninhabited planet requires a starbase building, it means the system also requires an upgraded starbase. As such, the number of starbases has been increased from 1 per 10 owned systems to 1 per 8 owned systems.

* Misc changes *
* Planets now have a base 16 buildings instead of 12.
* Tweaked several vanilla event chains to work better with the changed mechanics.
* Tweaked spawn rates of planets and deposits