Stellaris

Stellaris

Feztis' Tweaks and Re-balancing
Showing 61-70 of 95 entries
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Update: 22 Mar, 2023 @ 5:16pm

- Reverted the change to trade value generated by clerks, back to vanilla levels

Update: 21 Mar, 2023 @ 11:05am

Update: 21 Mar, 2023 @ 7:55am

- Made Servile pops able to work Artisan- and Metallurgist-related jobs specialist jobs if under Indentrued Servitude
- Added a new Mercantile Privileges living standard to the Merchant Guilds civic
- Lowered impact on Traditionalist faction's approval penalty from having the Flesh is Weak AP from -30 -> -15 (the 3.7.2 update did this change itself, so bringing it down in line with that)

Update: 15 Mar, 2023 @ 10:01am

- Added the Exotic Gas Extraction tech as a valid requirement for rolling the Shield Hardening tech
- Added the Rare Crystal Mining tech as a valid requirement for rolling the Armor Hardening tech
- Increased the food gained via the Fast Food Chain branch office building from +10 -> +15

Update: 14 Mar, 2023 @ 10:04am

- Updated to 3.7
- Rmoved the changes to the Alien Zoo (due to new Alien Zoo mechanics in 3.7)

Update: 4 Mar, 2023 @ 5:53pm

- Imported the changes from my Crime/Deviancy Re-balanced mod

- Made it possible to roll the Epigenetic Triggers technology if you have a species with the Servile trait in your empire (to be able to remove the trait if you want to do so, possible since 3.6)

- Removed the exotic gases build cost and upkeep cost for the Memorialist Tier 2 and Tier 3 buildings, as well as added scaling Governing Ethics Attraction/Deviancy reduction modifiers with said building tiers

- Buffed the unity gained from Enforcers and Telepaths via the Police State civic from +1 -> +2 per job

- Nerfed the Telepath's base unity output from 9 -> 6

Update: 24 Feb, 2023 @ 3:09pm

- Added the ability to terraform Gaia worlds into Ocean worlds, if you have the Hydrocentric AP

Update: 20 Feb, 2023 @ 1:41pm

- Added an icon for the Engineered Machinist trait (forgot about it, oops)

Update: 20 Feb, 2023 @ 8:38am

- Added a Duelist Type policy for Warrior Culture empires, with two policy options ("Gladiators" and "Combat Ready") that allow for changing the function of the job
- Added a Natural Machinist trait equivalent available to cyborgs called "Engineered Machinist"

Update: 18 Feb, 2023 @ 12:32pm

- Reduced base trade value output of Clerks from 4 -> 3
- Increased the added unity output of Enforcers from the Judgement Corps tradition from +1 -> +2