Stellaris

Stellaris

Master of Stellaris - Planets 3.10
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Update: 25 Oct, 2021 @ 6:38pm

* Fixed edge case of AI organic empires starting on Machine worlds
* Fixed presapients or occasionally AI empires starting on non-starting planets
* Fixed robot empires sometimes getting a habitability trait
* Fixed some pops getting two habitability traits

Update: 24 Oct, 2021 @ 9:09am

Balanced starting planets:
* Empires that use food starting on Mediterranean or Atacama planets, will now begin with Hydroponics tech and a Hydroponic Farm building instead of one of their farming districts
* Empires starting on Prairie worlds will start with more energy in their home solar system
* Empires starting on Swamp or Ocean worlds, as well as Lithoid empires starting on Crag or Prairie worlds, will start with more minerals in their home solar system

Tweaked spawning of habitable planets, so total number of habitable planets is closer to vanilla.

Barren and Toxic planets will only spawn in the habitable zone of stars, in preparation for making these habitable with a tech. Barren/Toxic planets that were previously closer than this are now Irradiated, and those that were further out are now all Frozen.

Update: 21 Oct, 2021 @ 4:58am

Update: 20 Oct, 2021 @ 2:23pm

* Updated some vanilla events to better recognize ideal planets for a species

Update: 20 Oct, 2021 @ 4:47am

* Modified vanilla Planet View to display all 8 districts, so UI Overhaul Dynamic is no longer required.

Update: 19 Oct, 2021 @ 4:12pm

* Made sure Primitive Civs only start on the 9 starting planets
* Fixed Hydroponic Farms so they work correctly for Gestalts

Update: 19 Oct, 2021 @ 10:22am

* Ensure Aquatic species always start with High-Pressure Underwater Infrastructure tech

Update: 19 Oct, 2021 @ 10:08am

* Fixed Crag world start not getting Aquatic districts.

Update: 18 Oct, 2021 @ 12:34pm

* Added some missing icons

Update: 18 Oct, 2021 @ 10:44am

  • Added 18 planet classes with following base resource output:
    • Arid - Frozen Dry Level - 1 Food, 5 minerals, 1 Energy
    • Antarctic - Frozen Dry Irregular - 1 Food, 6 Minerals, 4 Energy
    • Frigid - Frozen Dry Mountainous - 1 Food, 7 Minerals, 3 Energy
    • Tundra - Frozen Wet Level - 5 Food, 4 Minerals, 0 Energy
    • Boreal - Frozen Wet Irregular - 2 Food, 5 Minerals, 3 Energy
    • Alpine - Frozen Wet Mountainous - 1 Food, 6 Minerals, 2 Energy
    • Snow - Frozen Inundated Level - 6 Food, 2 Minerals, 1 Energy
    • Arctic - Frozen Inundated Irregular - 3 Food, 3 Minerals, 4 Energy
    • Glacial - Frozen Inundated Mountainous - 2 Food, 4 Minerals, 3 Energy
    • Steppe - Temperate Dry Level - 5 Food, 4 Minerals, 4 Energy
    • Mediterranean - Temperate Dry Irregular - 2 Food, 3 Minerals, 4 Energy
    • Atacama - Temperate Dry Mountainous - 1 Food, 6 Minerals, 6 Energy
    • Prairie - Temperate Wet Level - 9 Food, 3 Minerals, 3 Energy
    • Continental - Temperate Wet Irregular - 6 Food, 4 Minerals, 6 Energy
    • Cascadian - Temperate Wet Mountainous - 5 Food, 5 Minerals, 5 Energy
    • Swamp - Temperate Inundated Level - 10 Food, 1 Mineral, 4 Energy
    • Ocean - Temperate Inundated Irregular - 7 Food, 2 Minerals, 7 Energy
    • Crag - Temperate Inundated Mountainous - 6 Food, 3 Minerals, 6 Energy
    • Dune - Hot Dry Level - 2 Food, 3 Minerals, 6 Energy
    • Desert - Hot Dry Irregular - 1 Food, 4 Minerals, 9 Energy
    • Mesa - Hot Dry Mountainous - 1 Food, 5 Minerals, 8 Energy
    • Oasis - Hot Wet Level - 6 Food, 2 Minerals, 5 Energy
    • Savannah - Hot Wet Irregular - 3 Food, 3 Minerals, 8 Energy
    • Tropical - Hot Wet Mountainous - 2 Food, 4 Minerals, 7 Energy
    • Mangrove - Hot Inundated Level - 7 Food, 0 Minerals, 6 Energy
    • Atoll - Hot Inundated Irregular - 4 Food, 1 Minerals, 9 Energy
    • Tepui - Hot Inundated Mountainous - 3 Food, 2 Minerals, 8 Energy
    • Gaia - 10 Food, 6 Minerals, 8 Energy
    • Hive - 8 Food, 6 Minerals, 7 Energy
    • Machine - 6 Minerals, 9 Energy
    • Tomb - 2 Food, 3 Minerals, 8 Energy
  • Replaced "Planetary Preference" traits with the following Habitability Traits:
    • Warm-Blooded - 75% Base, -10% Dry, +5% Wet, -5% Inundated, -5% Mountainous, -40% Hot, -40% Frozen
    • Cold-Blooded - 75% Base, +10% Dry, -10% Inundated, -10% Mountainous, -20% Hot, -60% Frozen
    • Desert Flora - 75% Base, +10% Dry, -10% Wet, -20% Inundated, -10% Hot, -50% Frozen
    • Furry/Downy - 75% Base, -10% Dry, +5% Wet, -5% Inundated, -60% Hot, -10% Frozen
    • Amphibious - 75% Base, -40% Dry, +5% Wet, +15% Inundated, -10% Mountainous, -20% Hot, -50% Frozen
    • Lithoid - 100% Base, +10% Dry, -10% Inundated, +5% Irregular, +10% Mountainous, -20% Hot, -30% Frozen
    • Aquatic - 20% Base, -20% Dry, -20% Frozen, +60% Planet-wide Ocean, +50% Oceans and Continents, +40% Seas
    Which trait a species gets will depend on starting planet and species class.
  • Added Underwater Districts and Underwater Jobs, as well as a new tech required to build Underwater Districts. Aquatic and Amphibious pops can work Underwater jobs without penalty, while others get a 1 energy upkeep working them.
  • Hydroponic Farms add Hydroponic Farmer jobs, which have a base production of 8 food regardless of planet class, but have a 1 energy Upkeep.