Stellaris

Stellaris

AlphaMod 3.2
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Update: 13 Jan, 2022 @ 7:23am

Vanilla corporate civics reviewed, revised and in a few cases pretty much overhauled, for greater integration into the mod, to increase their utilisation of the mod's many additions to content and features.

Update: 2 Jan, 2022 @ 7:09am

  • AI should now spam hostile terraforming less.
  • Dominant sects and tribes should now be removed on colony ownership change.
  • Genetic Welfare Medical Workers now have a Biomass upkeep.
  • Ringworld city districts and ecu arcology housing now modified by civics housing and job provision modifiers.
  • Void Borne and All These Worlds APs now mutually exclusive.
  • Cloud Cities AP requirements changed to not be impossible to meet.
  • AI should now spam districts it doesn't need a lot less.

Update: 26 Dec, 2021 @ 12:33pm

Expanded some of the vanilla civics that weren't expanded enough a little more, and expanded nine more vanilla civics that didn't get expanded the last time around.

Update: 23 Dec, 2021 @ 6:19am

Many vanilla (non corporate, non gestalt) civics reviewed, revised and in a few cases pretty much overhauled, for greater integration into the mod, to increase their utilisation of the mod's many additions to content and features.

Merry Christmas and have fun re-discovering civics!

Update: 16 Dec, 2021 @ 7:08am

  • Review and revision of many more of the mod's civics and origins, and associated content and features.
  • Overhauled most homeworld starts to have districts and buildings more appropriately tailored to a civ's origins and civics.
  • These changes are likely to impact just about any game in progress, so be prepared to abandon a current game.
  • Blurbs expanded on a few origins that could use a little more info about what they do.
  • Wild Nests now cater for Lithoid hives not requiring food.
  • Fixed an error with jobs provided by Nature Reserves for the Nature Worship civic.

Update: 10 Dec, 2021 @ 6:48am

  • Communes and Traditional Economy civics reviewed and revised.
  • After Judgement origin reviewed and revised.
  • Added new ruler job, Chief Enforcer.
  • Fuels Plants and Fuels Sourcers buildings now have tech-locked upgrades.
  • Engineering Research Grants decision added, for colonies with Fuels Plants.
  • Bioscience Research Grants decision added, for colonies with Water Processing employees.
  • Tomb World and Habitat art redone.
  • AIs with an open perk slot on start will now pick the appropriate perk for their origin.
  • Nerfs to a few sources of building slot unlocks, to reduce rate of unlocks and to generally have younger and/or smaller colonies have less building slots, and less vacant jobs.

Update: 5 Dec, 2021 @ 8:40am

  • Additional building slots open on a colony reduced again.
  • Continued review of origin and civic starts. Several origins that had broken homeworld starts in the last update should now be fixed. Sorry about that, a dev build was shipped.
  • Added new origin, Fleetborne. A variant of void dwellers just for tribal authorities.
  • Reviewed and revised Executive Excellence corporate civic to actually be useful.
  • Externalised changes to a few over-ridden triggers with hooks, to improve possible compatibility.
  • Greatly increased weightings of relevant APs for origins that start with an open AP slot. No, it doesn't seem to work, which tells me that hard-code likely takes precedence over weightings for perks and there's not much I can really do about that.

Update: 2 Dec, 2021 @ 7:13am

  • Added new colony designation, Sourcing Colony, to help persuade the AI to specialise in mining rare metals, precious stones, actinides and/or natural fuels when possible.
  • Revisions to vanilla corporate buildings, including provision of jobs other than clerks to client worlds.
  • Added new button to Foreign Office tab - Buy-out. Only available to corporations with certain civics, like...
  • Review and revision of two corporate civics: Live and Drink, Soldiers of Fortune

Update: 27 Nov, 2021 @ 5:40am

  • Increased number of open building slots by 2, to help with an ongoing review of homeworld starts.
  • Review and revision of civic Natural Harmony.
  • Review and revision of civic Stellaristan.
  • Fixed uncapped farming districts to receive benefits from Stellaristan.
  • Added a Giga-Relay cost to some starbase buildings.
  • Integrated a bunch more decisions and edicts into tech progression.

Update: 23 Nov, 2021 @ 11:16am

Fixed AI not taking ascension perks.