Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires
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Update: 25 Jun, 2017 @ 6:37am

1.6.8a Patch Notes (25/6/2017)

  • Advanced Weapons are now Tier 4 technologies.

  • Spanish localisation fixes.

Update: 25 Jun, 2017 @ 6:13am

1.6.8 Patch Notes (25/6/2017)

  • Fixed Titan Afterburner descriptions.

  • Small Proton Energy Lance now has the right tech requirement.

  • Garden of Tranquility system's broken ringworld placements have been altered, so that when repaired, the habitat sections are equal distance apart.

  • Slashed cost for technologies (up to 50%) to ensure faster and smoother technological progression. Part of ongoing balance changes.

Update: 23 Jun, 2017 @ 7:34am

1.6.7a Patch Notes (23/6/2017)

  • Rerolled back to support Game Update 1.6.*.

Update: 15 Jun, 2017 @ 11:56am

1.6.7 Patch Notes (15/6/2017)

  • Update for Game Update 1.7.2.

  • Removed fallen_technologies_1 requirement from central bank, luxury hotel, mega shopping complex, high-tech apartments, grand palace, and country mansion. Those techs for those buildings have been given a new pre-requisite galactic administration, which is the same for housing developments/commercial plaza as of 1.6.6

Update: 13 Jun, 2017 @ 5:51am

1.6.6 Patch Notes (13/6/2017)

  • Ascended Empires have had their diplomacy options expanded, including all of the normal empire options (Migration pacts, federation associations, and so on).

  • Lost Empires can now receive open and close borders diplomatic options.

  • Ascended Hive Minds have had their diplomacy options expanded.

  • Housing Development and Commercial Plaza have had their tech prerequisites changed from fallen_technologies_1 to galactic_administration, meaning you can start building them after researching empire capital complex.

  • Added construction entities for Fallen Empire stations. Note that the Large Station Construction Entity will appear to be a small station as using the large model will produce a graphical bug. However, once it is built, it will appear as the large model.

  • All level 5 energy, mineral and food buildings are buildable on all planets, and upgrades into their fallen counterparts respectively.

Update: 22 May, 2017 @ 2:12pm

1.6.5b Patch Notes (22/5/2017)

  • Ethics related building can now only be built when an empire has those ethics. (E.g. Civilian teleportation are Egalitarian only etc). Will further reduce build list clutter.

Update: 21 May, 2017 @ 7:44pm

1.6.5a Patch Notes (22/5/2017)

  • Modified collision radius for Goliath behavior.

Update: 21 May, 2017 @ 4:12pm

1.6.5 Patch Notes (22/5/2017)

  • NEW Synthetic Strategic Resource building. To reduce build list clutter for capitals, a new building is introduced and from that you can upgrade to the strategic resource building you want. Unlocked at Fallen Technologies 2. Planet Unique. No more building until the previous was upgraded.

  • NEW Housing Development. Unlocked after Fallen Technologies 1, this is the basic building that can be upgraded to High Tech Apartments, Country Mansion, or Grand Palace, to reduce build list clutter. Planet Unique. No more new developments until one has been upgraded.

  • NEW Commercial Plaza. Unlocked after Fallen Technologies 1, this is the basic building that can be upgraded to Mega Shopping Complex, Luxury Hotel, or Central Bank, to reduce build list clutter. No more new developments until one has been upgraded.

  • High Tech Apartments, Country Mansions, Grand Palace, Mega Shopping Complex, Luxury Hotel, and Central bank have had their Fallen Technologies 1 prerequisite reinstated due to above changes.

  • Additional code for the AI to prefer not building science buildings from this mod when the planet is full of slaves...

Update: 21 May, 2017 @ 8:20am

1.6.4 Patch Notes (21/5/2017)

  • AI now requires at least 80k fleet power to become an Ascended Empire. This does not affect the player. Should dramatically lessen the chance of some 1-system Ascended Empires popping up. They will still have all the technologies however.

  • An additional trigger checks against any normal empires from becoming an Ascended Empire if they are a subject.

  • Buildings previously locked behind fallen_technologies_1 have had that particular pre-requisite removed. Many are still tier 4 technologies however. This enables the player to access these buildings sooner.

Update: 18 May, 2017 @ 4:07pm

1.6.3 Patch Notes (19/5/2017)

  • NEW Dystopia system. How would you like to start on a broken ringworld surrounded by broken megastructures that reminds you of your once glorious empire?

  • NEW Country Edict - Pursuit of Science. Available for all default empires. Costs 2 influence, and 5% energy output. Boosts research speed by 10%.

  • NEW Country Edict - Available after fallen_technologies_1. Costs 5 influence, and 10% energy output. Boosts research speed by 20%.

  • NEW Planet Edict - Available when a Magnificent University is on the planet. Costs 150 influence and lasts for 10 years. Boosts tile research output by 20%.

  • Fallen Technologies 4 now have additional pre-requisites of Dark Matter Power Plant and Autonomous Fabricators. (Most people should have them by that point, but it makes no sense you can be an Ascended Empire without them.)

  • Many buildings have had their maintenance requirements halved to make them more in line with vanilla FE buildings' upkeep.

  • Ethic-specific buildings from this mod are now tier 3 technologies and no longer require fallen_technologies_1. (Altar of Purity, Beacon of Peace etc.)