Star Ruler 2

Star Ruler 2

Militant
Showing 1-10 of 10 entries
Update: 11 Dec, 2016 @ 4:05pm

Militant was suffering pretty heavily in the late game against influence-heavy empires, so all of their buildings, stations and statuses have had their Loyalty bonuses boosted by 50-100%. Additionally, Bunkers have had their maintenance cost eliminated on developed tiles and heavily reduced on non-developed tiles. From a fluff perspective, it falls in line with the idea that Militant planets rely on gearing their infrastructure toward garrisons and barracks, etc.

Stratocracy's bonus was changed from additional defense generation to 5 starting defense reserve. Should be more useful in the long term and allows you to get away with having starting defense generation without immediately spawning in the silly default support ships.

Finally, a Militant version of the Barracks was added as an alternative to the normal Barracks. It's more cost efficient on developed tiles, but takes up more surface space and suffers in initial and maintenance cost heavily on nondeveloped tiles.

Update: 9 Dec, 2016 @ 4:48pm

Party HQs were not limited to one per planet. OOPS!

Update: 9 Dec, 2016 @ 4:36pm

Militant Starbases are now armed in a similar fashion to Orbital Habitats used by the Star Children. Made sense, considering it's a Starbase.

Starbases now also give a small bonus to Influence generation. Fluff wise, it's due to the extra control the government exerts over all traffic in a system. Gameplay wise, Militant just really needed another little shot in the arm for Influence generation.

Update: 9 Dec, 2016 @ 1:14am

Added a new building that reduces the spending penalty and adds a little bit of additional loyalty, the Party Headquarters.

The maintenance cost for Propaganda Stations has been removed, they now only require the initial cost in money and labor.

Together, between the Party Headquarters and your Propaganda Stations, you can eliminate the penalty suffered from Rampant Militant Spending.

Enjoy!

Update: 30 Apr, 2016 @ 5:14pm

Another rebalance.

Rampant Militant Spending has been reduced to 10k. It should now be more feasible to grow competitively in the early game.

Propaganda Stations are back to one per system, and now produce 5k income per planet in a system: this applies to both your planets and friendly planets. Their influence generation has been bumped up to 1 and they grant 1 loyalty to all of *your* planets in a system.

Propaganda Stations no longer provide any defense generation.

Additionally, Propaganda Stations will provide Intelligence Cards on empires boarding your empire, assuming you have a Propaganda Station along your borders.

Lastly, ore costs for the Defense Grid has been greatly reduced to 100. Defense Grids should now be easier to construct early on, but any mining/cargo ships should still be protected.

Update: 25 Apr, 2016 @ 1:05pm

Minor Propaganda Station balancing and typo correction.

Update: 25 Apr, 2016 @ 12:38pm

Minor government graphical fixing

Update: 25 Apr, 2016 @ 12:12pm

Modified cost on Militant Defense Grid to be cheaper, but require ore.

Changed Propaganda Stations, they only affect the planets they're in orbit of now (and thus you need to build more of them), but they mitigate the negative effects of a Militant lifestyle more.

Added a Stratocracy government type for giggles. Gives a bit of defense generation and Militant-esque influence cards.

Update: 25 Apr, 2016 @ 8:59am

Updated for Wake of the Heralds. Thanks to MysticVoid7x9 for spotting the issue with Planetary Fortresses!

Update: 28 Feb, 2016 @ 8:28pm

Initial release.