Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires
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Update: 9 Dec, 2017 @ 4:36am

1.8 Patch Notes (9/12/2017)

  • Updated for 1.9.*

  • Land Development tech is now unlocked after level 2 of planetary capitals tech, so you will get buildings sooner (or roughly same time as before 2.0.2). Hopefully when most society techs start to dry up for most people.

  • Machine Empires can now upgrade strategic resource buildings.

  • Tech Weight modifier for most buildings set to 0 for machine empires.

  • You can now build more than one strategic resource buildings on capital.

  • Titan Sensors tech desriptions corrected.

  • Decadence chance is now 0.

  • Added Russian localisation.

Update: 17 Oct, 2017 @ 9:26am

1.7.2 Patch Notes (17/10/2017)

  • Most buildings provided from this mod (aside from DM Power Plant, Autonomous Fabricator, Agri-Processing Complex) now require 'Land Development' Technology, available for research after Empire Capital Complex. Those who like to mod can now 'disable' extra buildings via altering the said code for 'Land Development'.

  • Research option for many of the mod's buildings have been removed for Machine Empires. Added lines to destroy if owned by a machine empire. Machine Empires have no use for grand palaces, hotels and apartments if I may say!

  • Generally buffed many buildings. Too many changes to list so make sure you check their stats again. Rebalanced some of their costs to benefits ratio. Stronger adjacency bonuses so their placement matters more.

  • Swapped icons for fallen_technologies_2 and Land Development technology.

  • Fallen_technologies_1 now gives +25% naval capacity, -10% ship upkeep in addition to 10k max mineral and energy storage. However, its bonuses on megastructures have been moved to fallen_technologies_2.

  • Fallen_technologies_2 renamed to 'Engineering Perfection'. Now gives 200% megastructure build speed increase and 20% cost reduction for fanatical ringworld builders (like myself).

Update: 15 Oct, 2017 @ 9:19am

1.7.1a Patch Notes (15/10/2017)

  • fallen_technologies_2 no longer requires farm_4, but also will not provide the Agri-Processing complex, which has been moved into another tech.

  • The new society tech for Agri-Processing complex will be available after researching fallen_technologies_2, along with DM Power Plant and Autonomous Fabricators.

  • Swapped technology icons for Dark Matter Power Plant and Agri-Processing complex.

Update: 14 Oct, 2017 @ 10:16am

1.7.1 Patch Notes (14/10/2017)

  • New ship move out sounds for Fallen Empire ships.

  • Vanilla diplo phrases available for Ascended Empires. Courtesy to Vodyani supply for the code.

  • Fallen Empire awakening event no longer overwrite vanilla directly. FEs now add more fleet if normal empire is stronger than 100k.

Update: 13 Oct, 2017 @ 8:14am

1.7.0e Patch Notes (13/10/2017)

  • Working fix for crisis 3.

Update: 13 Oct, 2017 @ 6:30am

1.7.0d Patch Notes (13/10/2017)

  • Each OP ringworld system should now have 1 adjacent massive food deposit tile.

  • Added a Deutschland ringworld starting system... for personal reasons.

  • Shadowland system should now have more balanced research deposits.

  • Rerolled previous patch changes.

Update: 13 Oct, 2017 @ 5:29am

1.7.0c Patch Notes (13/10/2017)

  • Adjusted all ai building weights for buildings in this mod. AI should now be less likely to spam one or the other.

  • All ethic specific buildings now produce 1 influence and 3 unity (up from 1)

  • Weapons Arsenal now also gives country modifier of 1% ship damage, army damage, and ship fire rate.

  • Beacon of Peace now also gives country modifier of 2% pop happiness and 5% unity production.

  • Civilian Teleportation now clearly states the migration time TO another planet is reduced by 100%.

  • Fixes crisis event 3

Update: 12 Oct, 2017 @ 10:48am

1.7.0b Patch Notes (12/10/2017)

  • Attached graphics to Fallen Machine Empire megastructures.

  • DM Power Plant back to 15 energy.

Update: 12 Oct, 2017 @ 7:43am

1.7.0a Patch Notes (12/10/2017)

  • Dark Matter Power Plant now produces 12 energy instead of 15, as is consistent with vanilla.

  • Betharian Power Plant is now listed as a build option.

Update: 11 Oct, 2017 @ 7:04am

1.7 Patch Notes (11/10/2017)

  • NEW Three new edicts for Ascended Empires and Ascended Hive minds. Designed as a way for players to spend influence - which may or may not be used to counter Decadence mechanic introduced in 1.8. I don't know whether it seriously affects Ascended Empires yet after some undetermined amount of time, and if not, you will have gained 3 new edicts.

  • NEW Galactic Industrial Juggernaut edict. Costs 25 influence, increases mineral production across the empire by 50%.

  • NEW Super Economic Powerhouse edict. Costs 25 influence, increases energy production across the empire by 50%.

  • NEW Ultimate Firepower edict. Costs 25 influrnce, increases ship hitpoints, shield, weapons damage by 50%. Improves subject and overlord relations. This edict can be used by Ascended Empires only.

  • NEW Civic and Government for Ascended Machine Empires.

  • NEW Custodian Titan Laser, based on the titan laser of Fallen machine empire. AI machine empires will prefer to use this.

  • NEW Fallen Machine Empire ship set, city set, room selection at start.

  • You can now become an Ascended Machine Empire, which has pretty much the same restrictions as Ascended Empires, but cannot acquire subjects, or start The Last Crusade.

  • Fallen Democracy, Fallen Pacifist ships have had their ships darkened to reduce shine on screen.

  • Potential fix for Goliath behaviour.

  • Ascended (and Awakened) Empires now have increases their fleet cap per planet. This number is 20. Base is still 2000 however.

  • Vanilla buildings now match the new restrictions and stats from 1.8 update.

  • Magnificent University has been redesigned. It no longer produces science but boosts planetary science output by 10%. Adjacency bonus stays.

  • Planetary archives now produces 8 of each science, in line with the new 'Ancient Archives' building found in FEs. It's planetary science output bonus has been put into Magnificent University, and its maintenance costs has been increased.

  • Many buildings have had their restrictions on habitats removed, such as High Tech Apartments, Luxury hotel, Mega Shopping Complex and Emergency Services.

  • Machine Empires will no longer be able to build some of the buildings (Luxury hotel, Xeno Culture Center, National Park etc).

  • Advanced Missiles and Titan Missiles now have missile retarget range.

  • Titan Strike craft and bombers now have a complement of 12 instead of 8.

  • All Titan Weapons and Ultimate weapons are now prio_projectile.

  • Ship power calculation reduction removed.

  • Titan Laser awakening event can now only wake 1 FE per game.

  • All FE ship units added by this mod (including stations and Goliath) are buffed with modifiers in line with vanilla changes.

  • Goliath now has a base health of 25000 (up from 20000).

  • All fallen empire global ship designs have been updated. Added fallen machine variants.

  • All crises global ship designs updated, including buffed AI fleets with advanced weaponry.

  • Rewritten codes and some minor changes to custom ringworld starts.

  • Technologies and building tooltips for Grand Palace, Country Mansion, High Tech Apartments, Mega Shopping Complex, Luxury Hotel, and Central Bank now state clearly they are built from Housing Developments and Commercial plazas.

  • Tech trees adjustments: Now all Advanced weaponry and Titan Utilities require Spaceport level 6 and Titan Reactor Prototype. In addition, Titan Reactor Prototype now requires Spaceport Level 6 as well as Power Plant 4. Titan Weaponry is required to research Titan Reactor, which is in turn required by all Titan Weapons (full version). This should alleviate some issues of players getting some advanced weapons too quickly to turn the game in their favour. The new tech tree should now look like Spaceport 6 - XL - Resized XL/Titan Reactor Prototype - Advanced Weapons/Titan Weaponry - Titan Reactor - Titan Weapons/Titan Laser.

  • Ascended Empires Events are now set on a 10, 20, 30, 40 year timescale instead of 10, 30, 50, 70 MTTH.

  • Fallen Empire awakening fleet power requirements are doubled of vanilla to account for power calculation changes.

  • Last Crusade now require 1M fleet power on both sides to begin. Ascended Machine Empires cannot take part.

  • Ascended Hive Minds now make planets barren too, after consuming them.

  • Crises events have been made compatible.

  • 'Superior Ship Designs' (fallen_technologies_3), has been renamed 'Superior Designs', and its description edited. It will now also change your city graphics to match.

  • Improved various on_action Ascended Empire encountering events.

  • Garden of Tranquility system now has an additional broken ringworld system, Garden of Harmony.

  • Shadow system now has the black hole system from the Fallen Machine Empire. Just because it looks cool.

  • Housing developments, Commercial plaza, Synthetic Strategic Resource are no longer planet unique.

  • Housing developments and Commercial plaza now generates 3 unity (up from 1).

  • Massive Planetary Shield Generator now produces 8 unity.

  • Added Refugee policy for Ascended Empires.

  • Advanced scourge weapons now have armor penetration.

  • Localisation fixes.