Stellaris

Stellaris

Phigo Multiplayer rebalance
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Update: 14 Oct, 2023 @ 11:32am

Fix policy leader drone

Update: 14 Oct, 2023 @ 9:56am

Fix in AI .
Fix minori.
Fix automazione.

Update: 14 Oct, 2023 @ 9:51am

Update: 14 Oct, 2023 @ 7:15am

2.0

Balancing
Increased upkeep for building_institute and supercomputer.
Phi_nemesis_white_peace increased malus.
Civilian shipyard for voiddwellers can now build a maximum of 10.
Defense armies have higher morale.
Expansion planner for total war costs 100% more.
Changed economic_policy_leader_focus to planetary_ascension_effect_mult +25%.
Added a new job, which is currently a copy of the clerk job but is for civilian shipyards to avoid conflicts with the clerk job. It also increases empire size by 1 and increases piracy.
Now, the Impenetrable Border agenda increases naval attrition by 10%.

Gameplay Improvement
Reduced hyperdrive loading times (since it was multiplied by size in the late game, ships took a long time to load).
Reduced interstellar speed (it's not multiplied by size, and it looks great to see ships in the hyperlane bubble).
You can now build hyper relays in federation territories.
Added Some Automation:
Automatically builds hydroponic solapanel buildings, anchorage, and naval logistic in starbases

Auto-restarts luxury

Origins
One under rule origin can now be used for imperials as well.

Fixed the issue where techs didn't show integrated decisions from the old Phi, which disadvantaged those who didn't know about it, including me. For example:

Special Phi decisions can now also be made on hive machine planets.
The special Planetary teleportation decisions now also cost dark matter.
Increased the cost of tier 5 techs by 10%.
Now, structures that produce minerals, food, energy, alloys, and consumer goods also increase the stockpile.

Fix
Crusader spirit can no longer use unrestricted wars.
Fixed the issue of calculating remaining buildings.
Fixed AI setting "survive" in war heaven.
Fixed the issue where the AI in war heaven was setting "survive."
Fixed a paradox bug in rural districts on the meta-script in the "owner.value:scripted_modifier_add|MODIFIER|mining_district_housing_add|" event, which didn't check if the owner existed.
Fixed a paradox bug that caused slowdowns in the late game.
Fixed naval_attrition.9 code.
Balanced the morale damage of mechs.
building_sentinel_posts_2 can no longer be built immediately; it is an upgrade of the building_sentinel_posts.
Fixed a low-priority issue that gave tech_archaeo_refinery high priority in automatic research.
Graphics
Improved decision graphics and point defense module graphics.


Civics
A new unique civic for gestalts.
Scavengers are now interesting [beta].

Other
Revised survive and join war to be valid for both AI and players:
-Setting survive costs 100 influence.
-If you are a federation, you must be the federation leader to enter a survive.
-You cannot enter a survive if you are a vassal.
Reverted tech_capital_productivity_1 to the vanilla version.
Resort world reduces empire size by -10 and then -20.
Economic policy enmity affects 2%/-3 happiness/deviancy for each rival.
2.0 Artifact Ascension Reborn
Added a tradition tree for artifacts, a powerful tradition if you have deposits of minor artifacts and relics.
This tradition also unlocks a special building for creating artifacts, reduces the cost of ship artifacts, and much more.

Update: 5 Oct, 2023 @ 12:31pm

1.9.6
job_clerk_add 1 on habitat city
Minor and major habitats now provide half of the housing bonus (unfortunately, it's always evenly distributed).
Civilian_shipyard provides a multiplicative increase in ship production (+10%) but is a starbase building; everyone can build one except for those with Voidborn or Void Dweller origins who can build infinite.


Resolved the issue where Hive Mind pops couldn't benefit from miners through the mining bay.
Fixed the spawn of fallen empires; if set to only 2, it should no longer spawn the machine fallen empire.
AI
Fixed an AI issue where it would construct buildings beyond the 12-building slot limit when using the universal script for buildings, resulting in resource loss; it no longer does this.
Resolved the problem where the AI would spam detection arrays.
Fixed the issue that caused the AI to spam decisions related to trade value.
Improved AI decision-making for district selection when the population is greater than 9.
Addressed an issue where clerks remained locked even after the AI unlocked the Mercantilism tradition entirely.
Attempted to address the AI issue of not managing low amenities, which resulted in low stability.
Regrettably added code to prevent the AI from auto-destructing urban districts, as Paradox seems to either not know about or not want to fix its damn bugs despite being reported months ago.

1.9.7
Changed civilian_anchorage to now reduce pop housing usage and maintenance alloy costs.
Improved the Archaeology Ascension Path, but there is still much to be done to make it decent.
Added a new tech unlockable through the Archaeology Ascension Path.
Fixed Archaeo point defense.
Fallen Machine Empire no longer spawns if you choose only 2 fallen.

Resolved the issue where technologies were visible even when you weren't supposed to see them.
AI is smarter at the beginning.
AI now updates its research structures more frequently.

Update: 3 Oct, 2023 @ 9:15am

1.9.5

Compatible with 3.9.2

MAX_NUM_GROWTH_OR_DECLINE_PER_MONTH set to 50. (I would set it to 49)
Now Voidborn origins already have all the abilities of ap_voidborn since they can no longer take it, so they are theoretically very strong.
Added the is_voidborn flag to simplify the code.
AI now forms smaller federations, very rarely larger than 4.
Now everyone starts with an additional deposit of alloys.
Blue stars and red stars now also affect troops.
Added economic_policy_enmity.
Machine production robot facilities also provide an additional building slot.

Fixed a policy that gave +100% happiness instead of +5%.
Fixed AI that bypassed my federation member limit by requesting to join.

Megaplex and trade buildings are now in vanilla.
Fixed the description effect of the expansion tradition.

Fixed many bugs with researcher upkeep and production that were not changed if in deficit or from edicts.

Added a level 2 structure for patrol drones (building_sentinel_posts).
Boosted fleet contribution for the federation.
Basic criminal branches increase your trade value.
You can build multiple habitats in a system; I don't know what the hell Paradox was thinking.

Void dweller trait rulers and specialists now have -10% housing and -5% housing usage.
Orbital costs are now much lower (350 and 150 for major and minor).
Weakened the arcane replicator on habitats (d_arcane_replicator) but set it for home habitats of planet size 7 instead of 6.
Amnesty economic policy added for gestalt empires.
Expansion and prosperity policies discount habitats (-25% influence and -10% alloys).
Fixed free slot calculation for graphigo.

Paradox bug detected: habitats have bugged building slots considered to always replace instead of demolish to avoid strange bugs... however, the bug does not exist in the calculation in graphigo but is indicated as underconstructing.
Upgrade habitats 3, 4, 5 cost much less.
phi_megacorp_competition goes from -25% to -50% trade and adds 5 crime because otherwise it unbalances initial energy production in certain circumstances and certain origin combos.

BUG
Fixed an issue where AI hated you even if it was your vassal.
Fixed issues in clinic for AI that caused crashes.
Fixed pre-FTL awareness bug that didn't check if "from" existed.

AI in borders now considers your overall military, political, and economic power to evaluate if you are a real threat (previously, they considered you a threat regardless).

Boost
Balanced full disarmament.
Remodeled minor and major orbitals now provide +1 and +2 distributed housing for how many habitats you have.

Remodeled anchorage civilian.
Boosted civilian_shipyard, now the clerk is for the population and the entire empire.
Major and minor orbital times and costs reduced.
Revised upgrade habitats 5 now stronger than ever, try to believe:
Photos: don't look at costs or times, they were only for testing, look at the effects:
V


Removed the +1 housing bonus for void dweller habitat districts.
Primitives no longer acquire phi_pm_atmospheric_pollution.
Removed housing bonus for specialist and ruler pops for void dwellers :(.
Removed the +10% bonus for habitat levels 3 and 4.
Hive mind replaced one synaptic building with 1 engineering building.
Changed hive mind habitat capital and arcane feature.
Changed the starting building for hivemind; now they start with the technology and an engineering building.
Added an experimental module; hive minds have a food collector as a station module, and this module is also placed instead of the solar plant for hive mind void dwellers.
Refactored duplicated code from the old phi.

fix upkeep
Fixed the upkeep cost issue for gestalt empires.

Update: 20 Sep, 2023 @ 1:25pm

1.9

Optimized AI events
Random Planet devastation -1 until it reaches 5 devastation
Added modifiers[i.imgur.com] based on galaxy size

Clone Origin
Clone wars trait cost -1 (basically, you can pick one additional trait)
Improved ancient clone, now provides a bit of society


AI
Improved AI in construction and ship upgrade budget, now they won't build when low on energy (as it would result in even more energy credit loss)
AI won't join a defensive war if there are already 5 participants
Fixed problem with campaign
Fixed problem with assault armies, now they cost energy as before

Weapons
Disruptors provide a minimum shield regen


Planet Invasion
Now, even when the planet is at 10% devastation, you deal normal damage to troops
Assault armies are created in 33% of the time (instead of 90 days, it takes 30 days)
Soldiers provide 2 defense armies instead of 3
The technology that gave +15% to assault armies now provides +100%
Additionally, new technologies for assault armies:


SHIP_AURA_BOMBARDMENT from the juggernaut applies 100% bombardment damage instead of 30%
Now disruptors and torpedoes provide a bonus to planetary damage.

building_planetary_shield_generator decreased from 50% to 40% orbital bombardment protection, but the last level of the capital building (system capital complex) guarantees 10% orbital bombardment protection

Changed champions of empire from -1 to -0.7

Domination provides an additional 15% to armies.
New "mech warrior" army, powerful but causes collateral damage.


1.9.1

tech_housing_2 has become a rare technology.

ap_hydrocentric realigned with other asc perks.
ap_transcendent_learning gives 150% leader XP to machine empires.

Now, new techs for armies provide various bonuses such as faster production and power.
Repeatable tech increases offensive army power, now no one is safe in the late game.
Compatible with version 1.9 (beta).

Advanced weaponry technologies now also provide bonuses to armies, ensuring that no one is safe anymore.

Update: 28 Aug, 2023 @ 5:13am

Remove automation clerk that has added because was bug.

Update: 27 Aug, 2023 @ 5:28am

Update: 26 Aug, 2023 @ 8:51am

Fix problem with upkeep campaign with unity