Stellaris

Stellaris

AlphaMod 3.3
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Update: 17 Mar, 2022 @ 4:49am

  • Rolled Traditional Thinking into the core mod. Please do not use the standalone release with AlphaMod.
  • Refactored High and Low Amenities modifiers.
  • Generator Districts now have a base production of Amenities, whilst many districts now have a base upkeep of Amenities.
  • The design goal here is to reduce abstraction of Amenities including power and water supply for a planet. Feedback on these changes is welcome in the usual channels, especially regarding the impact on Gestalts and any AI empire.
  • Added some methods for unlocking the bonus four AP slots. None of these can be discovered until you have the usual 8 perks. Yes, you will need a source of Amalgal.
  • Added two new APs - Genetic Hierarchies, requires Perfect Selves or Perfect Warriors, and Galactic Leadership, requires Galactic Contender, and can only be taken by one empire. AP race! Go!
  • Auto Mines now pull out bonus rare resources on planets with relevant planet modifiers and the Sourcing Colony designation now provides bonus production of rare resources (that's Precious Stones, Rare Metals, Natural Fuels and Actinides) on a planet with a relevant planet modifier.

Update: 10 Mar, 2022 @ 1:50am

Removed some out-of-date localisation for Traditional Thinking.

Update: 2 Mar, 2022 @ 3:54am

  • Fixed several edicts becoming invalid when income drops below 0, which is what lots of edicts do to incomes. Now you can reliably consume those stockpiles!
  • Updated some out-of-date civic blurbs. More to do.
  • Started a balance review on EC upkeeps of everything. Energy surplus in my recent games has been a bit too nuts.
  • Reduced EC income from Foreign Office TV a little more.
  • Buffed the modifiers provided by the Federal Trade Gateway and increased its upkeep to 25 Energy.
  • More "Federation" assets that provide addtional Envoys now have increased Influence upkeep. You want sinks, I got sinks.
  • Education policy revised to erase an OP stackable modifier that was buggy in the beta anyway.
  • Hostile habitables terraformed up to non-hostile classes now more reliably generate features and deposits. This process may be slightly delayed after terraforming completes.
  • Vote duration in the Galactic Community is now 360 days. Recess is now 360 days. Emergency Measures is now once every 720 days. GC go brrrr.
  • Overall risk and threat level of Piracy on trade routes has been increased a little, although it still feels toothless so may get another jolt in the near future. This is for balance against the additional tools available to counter piracy provided by the mod. And because pirates are cool.

Update: 25 Feb, 2022 @ 4:05am

  • Reviewed and revised all mod edicts to no longer have durations or activation costs and to only have upkeep costs modified by Empire Size (in the same way as vanilla edicts).
  • Fixed an issue with the Survivor trait borking, by over-riding 00_planet_classes.txt. Sorry other planet mods, you be even more incompatible now.
  • Added some missing habitability trait icons. Palm trees be gone.
  • Revised a bunch of districts and buildings to provide less jobs and in a few cases greater base production or production modifiers. The job surplus continues to be squashed.
  • Buffed production bonuses from Foundry Estates and Factory Estates. They better now.
  • Several buildings that were too spammable are now planetary unique (max 1 per planet).
  • Some civic blurbs may now be out-of-date because of these changes. I'll get these updated asap.
  • Added new Schools building. Educated pops are the future. Probably.
  • Tweaked logistics and comms benefits from trade conversions.
  • Increased Empire Size adds from colonies and systems.

Update: 23 Feb, 2022 @ 4:35am

Megastructure costs updated.

Update: 23 Feb, 2022 @ 2:39am

Left Beta.

Update: 18 Feb, 2022 @ 4:12am

  • Started a balance pass on districts, buildings and jobs.
  • Retailers have lost food production, buffed TV, nerfed Amenities. They are still a better alternative to Clerks, since they also produce CGs and Wealth.
  • Wageslaves have buffed EC production, to make them a better alternative to Technicians.
  • Farming Districts no longer provide a Biomass Processor job. There's lots of other ways to produce Biomass, if you want it.
  • Arcology Districts and Nature Reserves have nerfed job provision. They still usually provide 1 job more than Industrial Districts.
  • Nature Reserves are now more reliable CG production alternatives to Industrial Districts.
  • More revisions to homeworld starts, to try to further reduce number of starting specialists compared to workers, and excessive free jobs. A surplus of free housing is still mostly being ignored. There's still plenty of tweaks to come with this.

Update: 12 Feb, 2022 @ 10:29am

We do a bit more bug fixing.

Update: 6 Feb, 2022 @ 2:54pm

More fixes and integration of 3.3 changes.

Update: 26 Jan, 2022 @ 10:26am

  • Continuing review and integration of vanilla changes.
  • And more fixing of associated bugs, including some issues with civics providing Unity production bonuses to some jobs.
  • Logistics Rating and Comms Rating no longer give tiered bonuses - instead, it's now an algorithm and multiplier. Maths. Yes, actual maths.
  • Trade Income now has additional conversion to Logistics Rating and Comms Rating. Consequently, commercial treaties will also provide bonuses to them as well.
  • Several vanilla colony designations now have a buffed production bonus, so it's actually worth bothering to ascend such colonies.