Stellaris

Stellaris

Phigo Multiplayer rebalance
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Update: 26 Aug, 2023 @ 8:39am

Fix problem with assault armies, now cost energy how before

Update: 26 Aug, 2023 @ 1:43am

Fix bug ai that build building when free_building_slot was < 0

Update: 26 Aug, 2023 @ 12:26am

Fix

is_low_tech_start = no
in
owner = { is_low_tech_start = no }
in script effect

Update: 25 Aug, 2023 @ 11:59pm

Fix bug central_crystal_spawn_effect

Update: 25 Aug, 2023 @ 3:37am

1.8.1
AI
Improved AI, the best AI ever

Other notable changes
Damn consequence Overtunned costs 1 unity per pop with the overtunned trait
Buffed phi_planet_deviant_experiments to +70%
Learning campaign for gestalt, the 5 council leaders are considered as 2.5

Fixes
economy statecraft has planet_building_build_speed_mult +15%
Fixed calculation of available slot capacity, previously did not consider mastery of nature

Update: 23 Aug, 2023 @ 3:07pm

1.8

Main Improvements
Improved automatic research selection
Economic policy decreases planet devastation by 3 to 10
Disarmament now grants planet_building_build_speed_mult +25%
Changed weight for entertainment jobs
Damn Consequence Overtunned now costs 1 unity per pop with the Overtunned trait
Buffed phi_planet_deviant_experiments to +70%

New mod for Phigo
Added a graphical mod link\[/url\] tooltip to know how many buildings you can construct without counting manually:https://i.imgur.com/vnsVdQ0.png%5B/img%5D
If you want to add it but use your own planet graphical mods, you need to download them separately, give them a different name, and go to interface/planet_view.guy. In the title_buildings parameters, add the button type fl_planet_num_buildings.
effectButtonType = { name = fl_planet_num_buildings spriteType = GFX_fl_button_48_24 position = { x = -73 y = 7 } orientation = upper_right buttonFont = "cg_16b" buttonText = $fl_button_text$ effect = fl_num_building_effect }
But please note that it will only work with the Phigo mod!

AI
Fixed AI not inviting other empires to federations if they have a truce
Changed AI behavior when entering a survival war
Improved AI decision-making for planetary decisions and choices in case of deficits
The AI replaces city districts with more useful districts if they are not being utilized
AI uses campaigns and edicts more intelligently
Improved AI management of pop assembly (600 new lines)
Fixed AI issues

Fixes
Fixed a Paradox bug where an AI vassal surrenders instead of fighting a war, resulting in the overlord losing the vassal
Fixed a Paradox bug where an AI in a federation surrenders instead of fighting a war, causing them to leave the federation if they only have one planet
If rebels are supposed to take the capital but the empire is in a federation or is a vassal, the planet will only be occupied and not owned to prevent the empire from being lost, which could cause other bugs
Fixed localization
Nutritional_plenitude is automatically deactivated if you have a negative food balance
Fixed an issue with small, medium, and large galaxy sizes regarding certain events
Fixed dozens of Paradox bugs, especially related to missing exists
Expel_corp is no longer displayed as a notification

Planetary Attrition
Modified planetary attrition, now with a maximum of 90 when occupied
After a war, the losing empire will have a bonus of -5 planet devastation per month to recover from attrition (up to 50)
After a war, if an empire is in a federation or has an overlord, they will have a bonus of -3 planet devastation per month to recover from attrition (up to 50)

Update: 17 Aug, 2023 @ 11:12am

Update: 16 Aug, 2023 @ 4:32am

1.6 Balance
Improved statecraft:
  • Increased agenda bonus duration from +20% to +25%.
  • Completing statecraft now provides an additional +10% edicts fund.

Being human empire is never considered "weak," even if it is.
The research lab focus is available to everyone if they have at least one habitat.
Slightly increased the cost of standard edicts to prevent early spamming (+25%).
Highpriest now has 3 additional unity as base production instead of edicts fund (+3).
Origin Void Dwellers no longer has a 10% planet empire size bonus; that bonus has been transferred to the Voidborn ascension perk.
When you unlock the ascension perk, you gain access to all special space modules.
Completed Genetics tradition now provides +1 trait point and +1 trait pick point instead of +2 trait points.
Balanced edicts fund bonus skill percentage for gestalts from 5% to 3%.
Fixed districts on colonizable planets that were not visible.
Education campaign cost is now based on the number of owned leaders (+25% per leader).
Recycling campaign now also costs a bit of unity.
The Modular perk now provides +10,000 resource maximum.
Balanced Domination; it is now slightly stronger.

1.7 Fix
Every war now costs 1 influence, but no longer costs 0.5 influence for each enemy participant.
The politics policy now grants 10 unity and 10 society research for each migration treaty.
Changed living_standard_stratified to provide +25% happiness for rulers and -15% happiness for workers.

1.7.1 Experimental
Pop-based edicts are now based on the number of pops (excluding edicts that increase resource production).
Some ambitions are now based on the number of pops.
This way, tall players in the late game should not have a disproportionate disadvantage, at least in terms of edicts and ambitions.
Grand Fleet ambition now costs 0.5 maintenance per naval capacity (used).
Reduced empire size from branch.
Reduced empire size per pop from 0.15 to 0.125.
Reduced system size from 1 to 0.5.
Politicians, executives, knights, nobles, merchants, Synapse Drones, and evaluators now provide +4 edicts fund damage.
Nobles provide +1 society research.
The Aristocratic Elite civic also provides an additional +1 society research to nobles.
Implemented percentage bonuses in edicts funds.
Dominion now provides bonus production to workers in addition to slaves.

AI
Fixed AI not inviting other empires in federation if they have a truce with them.
Changed AI behavior when entering a survival war.
Dramatically improved AI.

Update: 4 Aug, 2023 @ 10:09am

Fix AI

Update: 4 Aug, 2023 @ 1:51am

Tolto trade war policy
Local guild fa 50% crime invece di 100% crime