Stellaris

Stellaris

Necron Fleet Weapons
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Update: 4 Jun @ 11:38am

Update: 6 Apr @ 12:49am

Update: 20 Dec, 2024 @ 1:47pm

Update: 16 Dec, 2024 @ 5:51pm

Update: 12 Jul, 2024 @ 9:43am

After much consideration, I am going back on my stance that the weapons' upkeep are balanced and have dropped them by a hopefully significant amount. After doing some testing with a dev branch of the mods, I noticed that the energy consumption for many of the weapons were egregiously high and would cause problems with later game economies. Especially since this mod lacks the ability to just build full awakened tomb worlds to supplement traditional energy production, dropping the energy upkeep in general was the better option.

Alongside the changes in upkeep, I have fixed the pop jobs not working or being occupied. I forgot to change what civics the player empire would need to occupy the jobs, still having them require the old unused civics instead of the current one.

Update: 30 Jun, 2024 @ 8:46pm

- Slightly increased energy production from Necron Energy Core building
- increased penetration for Necron Lightning Arc weapons significantly
- Added Necron pop jobs

Update: 20 May, 2024 @ 7:02pm

Update: 5 May, 2024 @ 3:47pm